Back to Home / #openttd / 2019 / 01 / Prev Day | Next Day
#openttd IRC Logs for 2019-01-08

---Logopened Tue Jan 08 00:00:11 2019
01:54-!-chomwitt is "chomwitt" on #debian #debian-games
01:54-!-chomwitt [~chomwitt@ppp-94-69-11-85.home.otenet.gr] has joined #openttd
02:09-!-erratic [erratic@206.125.168.77] has joined #openttd
02:09-!-erratic is "Am I AFK? E-mail erratic@yourstruly.sx :/" on #openttd #openjdk #msys2 #moocows #mm #zcash #tor-project ##politics # #tor-mobile #realraum #osm-ru #tor-dev #subgraph #sepia #redditprivacy #publiclab #pext #pax
02:20<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGFs
02:24-!-debdog [~debdog@2a00:79c0:671:1c00:7a24:afff:fe8a:d04d] has joined #openttd
02:24-!-debdog is "Wowbagger" on #bitlbee #openttd
02:53-!-andythenorth [~andytheno@cpc87219-aztw31-2-0-cust178.18-1.cable.virginm.net] has joined #openttd
02:53-!-andythenorth is "andythenorth" on #openttd
02:54<andythenorth>moin
03:13-!-erratic [erratic@206.125.168.77] has quit [Ping timeout: 480 seconds]
03:34-!-erratic [erratic@206.125.168.77] has joined #openttd
03:34-!-erratic is "Am I AFK? E-mail erratic@yourstruly.sx :/" on #osm-ru #openttd #biz #bcache #C #debian-br #ceph-devel #zcash #tor-project ##politics # #redditprivacy +#realraum #publiclab #pext
04:01-!-Gabda2 [~yaaic@254C7771.nat.pool.telekom.hu] has joined #openttd
04:01-!-Gabda2 is "Gabda" on #openttd
04:03-!-Gabda [~yaaic@catv-80-98-39-136.catv.broadband.hu] has quit [Ping timeout: 480 seconds]
04:11<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGbC
04:14-!-erratic [erratic@206.125.168.77] has quit [Ping timeout: 480 seconds]
04:30<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGb6
04:48-!-Progman [~progman@p4FD6695E.dip0.t-ipconnect.de] has joined #openttd
04:48-!-Progman is "Peter Henschel" on #openttdcoop.dev #openttd
05:01-!-Progman [~progman@p4FD6695E.dip0.t-ipconnect.de] has quit [Remote host closed the connection]
05:22-!-Gabda2 [~yaaic@254C7771.nat.pool.telekom.hu] has quit [Ping timeout: 480 seconds]
06:04-!-Taco [~taco@191.185.233.220.static.exetel.com.au] has quit [Ping timeout: 480 seconds]
06:54<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGxm
06:55-!-sla_ro|master [~sla.ro@84.117.88.126] has joined #openttd
06:55-!-sla_ro|master is "slamaster" on #sla #openttd
07:07<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGx8
07:11-!-Gabda [~yaaic@2A0011100220EAA900000044EC8A9A01.mobile.pool.telekom.hu] has joined #openttd
07:11-!-Gabda is "Gabda" on #openttd
07:11-!-Gabda [~yaaic@2A0011100220EAA900000044EC8A9A01.mobile.pool.telekom.hu] has quit []
07:12-!-Gabda is "Gabda" on #openttd
07:12-!-Gabda [~yaaic@2A0011100220EAA900000044EC8A9A01.mobile.pool.telekom.hu] has joined #openttd
07:48<DorpsGek_II>[OpenTTD/OpenTTD] btzy opened pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
07:51-!-Samu [Samu@pa4-84-91-142-34.netvisao.pt] has joined #openttd
07:51-!-Samu is "..." on #openttd
08:06-!-Arveen [~Arveen@pD9FD3722.dip0.t-ipconnect.de] has joined #openttd
08:06-!-Arveen is "realname" on #openttd
08:15-!-Borg [~borg@87-99-43-52.internetia.net.pl] has joined #openttd
08:15-!-Borg is "Unknown" on #openttd
08:17<Samu>ship depots and locks are apparently working good
08:18<Samu>https://imgur.com/uSjSxrn
08:18<Samu>im unsure about the 90 degrees setting
08:19<Samu>if it was forbidden, towns could have built houses where the ship is located
08:19<Samu>but the way it is now, it doesn't build
08:21<DorpsGek_II>[OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
08:24<@peter1138>I'd ignore the setting.
08:25<Samu>well, then I have nothing else do to
08:26<Samu>it is ready
08:26<Samu>merge, accept or confirm, that stuff
08:26<@peter1138>Hah
08:38-!-Flygon [~Flygon@58-6-74-108.dyn.iinet.net.au] has quit [Quit: A toaster's basically a soldering iron designed to toast bread]
09:12-!-sla_ro|master [~sla.ro@84.117.88.126] has quit []
09:30-!-andythenorth [~andytheno@cpc87219-aztw31-2-0-cust178.18-1.cable.virginm.net] has quit [Quit: andythenorth]
09:31<Samu>perhaps it's not as ready as I think :(
09:33<Samu>or is it?
09:34<Samu>https://imgur.com/qc9asz0
09:34<Samu>doesn't grow on those slope configuration
09:35<@peter1138>Have you actually made a complex system that prevents growing on water at all?
09:35<Samu>i uploaded the new code this night
09:36<@peter1138>Shouldn't it have been expanding off to the North-East as well?
09:36<Samu>i think the 90 degrees turns are making it so that it doesn't grow there
09:37<Samu>it doesn't expand more, for some weird reason
09:38<Samu>the road going towards the depot in the middle... should be expanded
09:39<Samu>the tile just NW of the south depot tile
09:39<Samu>could have road
09:40<Samu>dont u think?
09:40<Samu>bah i need to place signs
09:41-!-andythenorth [~andytheno@cpc87219-aztw31-2-0-cust178.18-1.cable.virginm.net] has joined #openttd
09:41-!-andythenorth is "andythenorth" on #openttd
09:42-!-nielsm [~nielsm@176-23-103-56-cable.dk.customer.tdc.net] has joined #openttd
09:42-!-nielsm is "Niels Martin Hansen" on #openttd
09:44<Samu>now with signs
09:44<Samu>https://imgur.com/ZqMmg6f
09:45<Samu>the town not expanding towards the northeast side is something I don't quite understand
09:45<Samu>there's no reason not to
09:46<@peter1138>Well, as I said, is it expanding on water at all?
09:47<Samu>how would I know where it's trying to expand? it's quite complicated to follow town build decisions
09:47<@peter1138>You could add some debugging to show where it's tested.
09:48<@peter1138>Either some console output, or maybe make it place some signs somehow?
09:52<nielsm>placing signs is probably much harder
09:54<Eddi|zuHause>clear tile where it tests?
10:01<Samu>it's trying to build house
10:01<Samu>in the sign i have named 'no house?'
10:01<Samu>insistently
10:02<Samu>and rarelly trying to build a house next to the top of the top depot
10:03<Samu>that is okay to fail, but not the first one
10:04<Samu>so, yeah, dont even see it trying to expand with roads
10:04<Samu>it really wants to build a house :(
10:06-!-sla_ro|master [~sla.ro@84.117.88.126] has joined #openttd
10:06-!-sla_ro|master is "slamaster" on #sla #openttd
10:06<Samu>let me put breakpoints somewhere else
10:10-!-andythenorth [~andytheno@cpc87219-aztw31-2-0-cust178.18-1.cable.virginm.net] has quit [Quit: andythenorth]
10:29<Gabda>does someone explain me how the _m[] and _me[] work storing data on the map?
10:30<Gabda>i saw the docs/landscape file, but nothing on _me in that
10:30<Gabda>and the _m variable always has only one of those types (like railway, station,...)?
10:32<nielsm>_m is the original map array and _me is the extended map array
10:32<nielsm>some of the data is in _m and the rest in _me at the same index
10:32<Gabda>and _me has type as well?
10:33<nielsm>no
10:33<Gabda>oh, so that one is universal, and not depending on what is on the tile
10:34<Gabda>does _me have a doc on which byte is what?
10:35<nielsm>for e.g. tile 692 you will find some of the data in _m[692] and the rest in _me[692]
10:35<nielsm>type, height, m1, m2, m3, m4, m5 are in _m, and m6, m7, m8 are in _me
10:37<Gabda>i thought all of these were in _m
10:37<nielsm>no, they're separated for historical reasons
10:38-!-Wormnest [~Wormnest@35.136.176.177] has joined #openttd
10:38-!-Wormnest is "Wormnest" on #openttd
10:38<Gabda>but the ladscape grid shows a tile type dependence on the meaning of the bits in _me
10:40<nielsm>the type of a tile does not depend on anything but the type field
10:41<nielsm>the contents of the tile depends on all the data in every field
10:41<nielsm>(potentially)
10:42<Gabda>so if I want to store data on the m8 F bit (whether to show a spriz
10:42<Gabda>sprite to indicate town boundary)
10:43<nielsm>you store it there
10:43<nielsm>and update the documentation to indicate that use
10:43<Gabda>would it be possible, or it is not encouraged to use _me to store not that useful things :)
10:45<Gabda>ok, thanks, it help a lot to fill the gaps in the picture I had about m and me
10:45<Gabda>*helped
10:45<nielsm>the landscape array is precious space
10:46<@peter1138>15:37 < nielsm> no, they're separated for historical reasons
10:46<@peter1138>Not historical.
10:46<@peter1138>It's way better for performance.
10:47<Gabda>I realized. in a 1024*1024 map, even these few bytes are a lot of data
10:47<Samu>poorformance
10:47<@peter1138>It's to do with alignment.
10:48<nielsm>ah, one array of 64 bit elements and one of 32 bit elements, instead of a single of 96 bit or 128 bit elements
10:48<@peter1138>Also, originally each part was a separate array anyway.
10:48<nielsm>yeah I remember that
10:48<nielsm>(from following ttdpatch discussions back in 2000)
10:48<@peter1138>Not quite, one is 8 bytes, the other is ... probably 4 bytes now?
10:49<nielsm>64 and 32 bit :)
10:49<@peter1138>It was 2 bytes until I added m8.
10:49<@peter1138>So yeah, an 8 byte and 2 byte array is much better than an 10 byte array.
10:50<Gabda>ok, then I will try to use one bit in that, and see if I get scolded :D
10:51<@peter1138>Yeah, so, what do you need to store?
10:52<Gabda>have a look at pr 7025 (i cannot link from mobile)
10:52<nielsm><Gabda> so if I want to store data on the m8 F bit (whether to show a sprite to indicate town boundary)
10:52<nielsm>that sounds like it has no bearing on game logic, just a presentation thing
10:53<nielsm>which excludes it from the map array imo
10:53<@peter1138>Seems an odd thing to store.
10:54<Gabda>yes, but calculating it every time a tile gets dirty is not a good thing either
10:54<nielsm>it would not make sense to store in a savegame
10:54<nielsm>since you can calculate it
10:54-!-andythenorth [~andytheno@cpc87219-aztw31-2-0-cust178.18-1.cable.virginm.net] has joined #openttd
10:54-!-andythenorth is "andythenorth" on #openttd
10:55<@peter1138>Quick, hide, before andythenorth closes all the things!
10:55<andythenorth>is there anything left to close?
10:55<Gabda>that is true, but so far it was the only thing I found to store data on the map tiles
10:55<andythenorth>have we stopped towns blocking ships yet?
10:55<nielsm>if you want to cache the calculation, have a dedicated cache imo
10:56<@peter1138>That might be a bit much for a 4096x4096 map.
10:56<andythenorth>it's funny what sucks people in
10:56<andythenorth>towns have ruined my ship routes...at least twice in my life
10:57<@peter1138>andythenorth, looks like towns don't expand at all now :p
10:57<@peter1138>andythenorth, meh!
10:57<andythenorth>well that solves it
10:57<andythenorth>just don't expand them, job done
10:58<Gabda>ok, so not in me, not is cache, and not calculating it
10:59<@peter1138>Bung it in the map for testing ;p
10:59<Gabda>so I just have to make it so only 1 town can show its boundaries at a time
10:59<@peter1138>m8 is kinda wasted most of the time at the moment.
11:00<Gabda>for testing the calculating method works as well
11:00<Gabda>and I want to find a solution that fits into the current logic
11:00<@peter1138>I guess even with the cache you need to recalculate whenever the city changes size.
11:00<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7022: Add: generate_widget.vbs to allow script_window.hpp enums generation … https://git.io/fhsWa
11:01<Gabda>yes, and even wheb someone delets a house or road if it is out of the towns original border
11:03<@peter1138>Hmm, and of course, it's irrelevant if the user is not displaying town borders.
11:03<@peter1138>That really tells me it isn't meant to be in the map array.
11:04<andythenorth>we need a tile overlay layer :P
11:04<andythenorth>'but why andythenorth?'
11:04<andythenorth>err no idea
11:04<Samu>must be something peculiar with the way 2x2 builds?
11:05<Gabda>this tile overlay would be good for debug purposes as well
11:05<Samu>gonna test without any changes
11:05<@peter1138>1 byte array with overlay cache... would be 16MB for the largest map.
11:05<@peter1138>Not too huge I suppose.
11:05<Gabda>just like how Samu wants to see where the town wants to expand
11:05<andythenorth>1 byte? o_O
11:05*andythenorth had lots of ideas
11:05<andythenorth>station catchment
11:06<andythenorth>accepts / produces
11:06<nielsm>could make it sparse by superblocks of some kind?
11:06<andythenorth>many bytes
11:06<@peter1138>Well, Gabda wanted 1 bit...
11:07<Gabda>station catchment display is the next on the list, if I manage to do the town boundary
11:08<Samu>how do i stash changes for later use? without having to push
11:08<@peter1138>git stash
11:08<Samu>and how would i get back to where I left it?
11:08<andythenorth>or a branch
11:08<@peter1138>git stash apply
11:08<Samu>meh ok, if i lose stuff it's ur fault :p
11:08<Samu>brb
11:08<@peter1138>git help stash for anything more complex.
11:13<Gabda>storing an amorph set of tiles can be a headache as well...
11:13<Gabda>or tile indexes
11:14<Gabda>is there a logical max for the size of a town apart from the map size?
11:17<@planetmaker>probably not logical. But practical. It will grow ever slower as size increases
11:18<@planetmaker>Growth is linear, Size goes with sqrt(size). And houses are also replaced so that reduces growth even further
11:18<@planetmaker>But yes, you can have it cover a whole map
11:19<Gabda>so in the end I would still need a map sized overlay cache
11:20<@planetmaker>https://wiki.openttdcoop.org/PublicServer:Archive_-_Hall_of_Fame#World_Population <-- these towns were legally grown :)
11:23<@planetmaker>I recall a game where we had 3 cities which then jointly covered the whole map. Population count 750k+ each
11:31<@peter1138>Yeah
11:55<Samu>if this is a 2x2 specific issue, then it really is very specific, i dont really know where to look at
11:56<DorpsGek_II>[OpenTTD/OpenTTD] ThePNDA commented on issue #6967: BaNaNaS: Unhandled exception when uploading new https://git.io/fhZvi
11:59-!-gelignite [~gelignite@55d4da7e.access.ecotel.net] has joined #openttd
11:59-!-gelignite is "gelignite" on #openttd
12:04-!-synchris [~synchris@139.138.202.72] has joined #openttd
12:04-!-synchris is "Synesios Christou" on #openttd
12:07<Samu>looks like I need to check if the connection via main tile is closed
12:07<Samu>as well
12:07<Samu>i was only checking if there was a connection via the opposite tile
12:09-!-Gja [~Martin@93-167-84-102-static.dk.customer.tdc.net] has joined #openttd
12:09-!-Gja is "Martin" on #ceph #bcache #openttd
12:09<Samu>how to mirror trackbits?
12:09-!-Gabda2 [~yaaic@catv-80-98-39-136.catv.broadband.hu] has joined #openttd
12:09-!-Gabda2 is "Gabda" on #openttd
12:09<Samu>is there a magic way to do it, or must I compute?
12:11<Samu>https://user-images.githubusercontent.com/43006711/50774871-881f8800-128c-11e9-87aa-7b38a312eca8.png
12:11<Samu>mirror next_tile_1 of TRACK_BIT_RIGHT to become equal as next_tile_2 of TRACK_BIT_LEFT
12:12-!-Gabda [~yaaic@2A0011100220EAA900000044EC8A9A01.mobile.pool.telekom.hu] has quit [Ping timeout: 480 seconds]
12:13<Samu>maybe i can reuse the table
12:13<Samu>or abuse as u call it
12:13<nielsm>uh the table should contain that information directly
12:21<nielsm>that's the purpose of using a table, to not have to calculate things on the fly
12:25-!-Wormnest [~Wormnest@35.136.176.177] has quit [Quit: Leaving]
12:31<DorpsGek_II>[OpenTTD/OpenTTD] pi1985 updated pull request #7024: Rail fences in snow or desert https://git.io/fhs4W
12:36-!-glx [kvirc@000128ec.user.oftc.net] has joined #openttd
12:36-!-mode/#openttd [+v glx] by ChanServ
12:36-!-glx is "Loïc GUILLOUX" on #openttd.noai #openttd.notice +#openttd
12:37<andythenorth>oh bananas :( https://github.com/OpenTTD/OpenTTD/issues/6967
12:37<andythenorth>naughty
12:38<andythenorth>oof which idiot filed this one https://github.com/OpenTTD/OpenTTD/issues/6698
12:40<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6625: Crash when playing on server https://git.io/fhZfW
12:40<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6625: Crash when playing on server https://git.io/fhZfl
12:41<Samu>what is the Xor symbol? ^ ~ & |
12:41<Samu>something else?
12:41<LordAro>google
12:41<Samu>:( ok
12:42<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6591: Crash: version 1.7.1 .(GetWindowExtEx, EnumFontFamiliesExW) https://git.io/fhZfR
12:42<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6591: Crash: version 1.7.1 .(GetWindowExtEx, EnumFontFamiliesExW) https://git.io/fhZf0
12:42<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh requested changes for pull request #7024: Rail fences in snow or desert https://git.io/fhZfE
12:43<Samu>a ^ b
12:43<Samu>thx
12:44<andythenorth>anyone want to triage this before I close it?
12:44<andythenorth>bet you it's ICU? o_O
12:44<andythenorth>https://github.com/OpenTTD/OpenTTD/issues/6572
12:44<andythenorth>also https://github.com/OpenTTD/OpenTTD/issues/6573
12:44<andythenorth>or it's an AI OOMing
12:45<nielsm>first is using truetype, font is arial, but no AIs
12:45<nielsm>so it could be ICU
12:45<nielsm>but lang is ukrainian which shouldn't cause problems for the most part
12:54-!-Gabda [~yaaic@catv-80-98-39-136.catv.broadband.hu] has joined #openttd
12:54-!-Gabda is "Gabda" on #openttd
12:57-!-frosch123 [~frosch@00013ce7.user.oftc.net] has joined #openttd
12:57-!-frosch123 is "frosch" on +#openttd.dev #openttd
12:59-!-HerzogDeXtEr [~farci@dslb-178-008-123-078.178.008.pools.vodafone-ip.de] has joined #openttd
12:59-!-HerzogDeXtEr is "purple" on #openttd
13:02-!-Gabda2 [~yaaic@catv-80-98-39-136.catv.broadband.hu] has quit [Ping timeout: 480 seconds]
13:02<DorpsGek_II>[OpenTTD/OpenTTD] pi1985 closed pull request #7024: Rail fences in snow or desert https://git.io/fhs4W
13:05<nielsm>I hope I didn't scare them away :(
13:09-!-Gabda [~yaaic@catv-80-98-39-136.catv.broadband.hu] has quit [Quit: Yaaic - Yet another Android IRC client - http://www.yaaic.org]
13:10-!-Gabda [~Gabda@catv-80-98-39-136.catv.broadband.hu] has joined #openttd
13:10-!-Gabda is "realname" on #openttd
13:12<andythenorth>quak
13:13<frosch123>moo
13:14<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6530: Loading of mixed cattle and grain (absolute tarpit issue) https://git.io/fhZfb
13:14<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6530: Loading of mixed cattle and grain (absolute tarpit issue) https://git.io/fhZfN
13:16<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6434: Localization of company and president name https://git.io/fhZfx
13:16<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6434: Localization of company and president name https://git.io/fhZfp
13:18<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6355: Crash: (hang) infinite loop error https://git.io/fhZfj
13:18<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6355: Crash: (hang) infinite loop error https://git.io/fhZJe
13:19<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6351: Graphics glitch with overlapping bridges https://git.io/fhZJv
13:19<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6351: Graphics glitch with overlapping bridges https://git.io/fhZJf
13:22<andythenorth>someone kick Dorpsgek for a bit :(
13:24<LordAro>have you considered not closing issuea? :p
13:29<Gabda>this is the last memento of the dying issues
13:31-!-Wolf01 [~wolf01@0001288e.user.oftc.net] has joined #openttd
13:31-!-Wolf01 is "Wolf01" on #openttd
13:32<Wolf01>o/
13:32<Borg>\o
13:32<andythenorth>issues are boring
13:32<andythenorth>it's like having a job
13:32<andythenorth>how dull
13:33<Wolf01>Heh
13:33<andythenorth>making stuff is fun
13:35<DorpsGek_II>[OpenTTD/OpenTTD] pi1985 opened pull request #7029: #6315 Rail fences in snow or desert https://git.io/fhZJq
13:39<andythenorth>https://nolanlawson.com/2017/03/05/what-it-feels-like-to-be-an-open-source-maintainer/
13:39<andythenorth>https://mikemcquaid.com/2018/03/19/open-source-maintainers-owe-you-nothing/
13:39<andythenorth>https://opensource.guide/best-practices/
13:40<andythenorth>https://writing.jan.io/2017/03/06/sustainable-open-source-the-maintainers-perspective-or-how-i-learned-to-stop-caring-and-love-open-source.html
13:46<Samu>damn it i got errors in the table :/
13:50<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7029: #6315 Rail fences in snow or desert https://git.io/fhZJW
13:55-!-acklen_ [~kno@mdunford.lbl.gov] has quit [Quit: Lost terminal]
13:55<Gabda>andythenorth Do you have a vision about the project?
13:57<andythenorth>frosch123 wrote a nice one https://wiki.openttd.org/FAQ_development#What_are_the_goals_of_the_offical_branch.3F
13:59<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6142: Signals: incorrect signal states while placing path-signals . https://git.io/fhZJE
13:59<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6142: Signals: incorrect signal states while placing path-signals . https://git.io/fhZJu
14:02-!-rocky11384497 [~rocky1138@104.158.175.138] has quit [Ping timeout: 480 seconds]
14:03-!-rocky11384497 [~rocky1138@104.158.175.138] has joined #openttd
14:03-!-rocky11384497 is "Your Mom" on #openttd
14:11<Gabda>it really summarizes the goals well
14:16<andythenorth>no TrueBrain today? o_O
14:17<frosch123>there are two, do you want a third?
14:17<andythenorth>I think two is enough
14:18<andythenorth>anyone want to go bug hunting? o_O
14:18*andythenorth will apply the 'stale' hammer otherwise
14:18<andythenorth>https://github.com/OpenTTD/OpenTTD/issues/6407
14:18<andythenorth>https://github.com/OpenTTD/OpenTTD/issues/6440
14:18<andythenorth>https://github.com/OpenTTD/OpenTTD/issues/6516
14:22<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #3799: AI: would be nice to have a way to get cargo acceptance/production for a station https://git.io/fhZJF
14:22<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #3799: AI: would be nice to have a way to get cargo acceptance/production for a station https://git.io/fhZJb
14:22<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #3003: Don't give bogus cache error for path reservations https://git.io/fhZJN
14:22<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #3003: Don't give bogus cache error for path reservations https://git.io/fhZJA
14:24<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #3764: Refitting consists using cargo subtypes https://git.io/fhZJp
14:24<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #3764: Refitting consists using cargo subtypes https://git.io/fhZJh
14:28<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #5542: Train not using the entire station https://git.io/fhZUv
14:28<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #5542: Train not using the entire station https://git.io/fhZUf
14:29<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #5776: Autoreplace: better feedback for failed force-upgrade in depot https://git.io/fhZUJ
14:29<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #5776: Autoreplace: better feedback for failed force-upgrade in depot https://git.io/fhZUU
14:31<andythenorth>frosch123: how attached are you to old (5 years) patches or diagnostics you did?
14:31<andythenorth>o_O
14:31<Eddi|zuHause>oh, it's that time again...
14:32<andythenorth>I am finding a lot of stuff from 'frosch is the main active maintainer' phase of openttd :P
14:32<LordAro>is that not the case now? :p
14:32<andythenorth>fortunately for all not
14:32<andythenorth>esp. frosch
14:33<andythenorth>LordAro you are now main active maintainer, you didn't know? o_O
14:33<LordAro>osht
14:33<frosch123>andythenorth: i committed what is done
14:33<frosch123>if it is not committed it has issues
14:34<frosch123>anyway, don't worry. i never use the tracker to look for stuff
14:34<frosch123>i have bookmarks to everything i cared at some point
14:34<andythenorth>it's more about not pissing you off by wasting a lot of work you did
14:34<andythenorth>but eh, nobody else came along and reviewed it or advanced it
14:40<DorpsGek_II>[OpenTTD/OpenTTD] pi1985 updated pull request #7029: #6315 Rail fences in snow or desert https://git.io/fhZJq
14:41<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #5504: Numpad keys behave in unexpected ways https://git.io/fhZUI
14:41<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #5504: Numpad keys behave in unexpected ways https://git.io/fhZUt
14:48<Eddi|zuHause>uhm, i think he made a real mess of the PR
14:48<Samu>alright, just made it build a bit more tightly
14:49<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #4873: Offer for take-over will expire, but message will stay on screen https://git.io/fhZUR
14:49<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #4873: Offer for take-over will expire, but message will stay on screen https://git.io/fhZU0
14:50<andythenorth>so this in grf v9? o_O https://github.com/OpenTTD/OpenTTD/issues/7016
14:51<andythenorth>why don't we just have generic tile vars? o_O
14:55<Samu>https://imgur.com/Oov2zGU
14:55<Samu>it went to the other side
14:56<Samu>but i still see a few cases where houses could've been built
14:56<Samu>between the middle bridge and middle depot
14:56<frosch123>we also have no valuator callback :)
14:56<Samu>at least 1 house there
14:57<Samu>must compare with original openttd
14:57<Samu>brb
14:58<frosch123>that's an idea to add some kind of action2 that iterates over a train and calls another action2 for each part of the consist, which can then accumulate any data in temp registers for the main chain
14:59<frosch123>we also do not have parallel callback execution :(
15:01<Samu>https://imgur.com/NCrl54v original behaviour also doesn't build there so I guess it's fine
15:02-!-sla_ro|master [~sla.ro@84.117.88.126] has quit []
15:03<andythenorth>frosch123: would that be idempotent? o_O
15:04<frosch123>try to use a different word :p
15:04-!-Progman [~progman@p4FD6695E.dip0.t-ipconnect.de] has joined #openttd
15:04-!-Progman is "Peter Henschel" on #openttdcoop.dev #openttd
15:05<Eddi|zuHause>andythenorth: new vars don't need grfv9
15:06<andythenorth>how did the discussion end yesterday?
15:06<andythenorth>those vars are possible or not?
15:06<andythenorth>I dislike these service-oriented tickets tbh
15:07<andythenorth>I just want to give a factual reason for closue
15:07<Eddi|zuHause>i think they're possible, and probably easy to implement (10LOC)
15:07<andythenorth>'not possible' or 'not interested'
15:07<andythenorth>one or the other
15:07<Eddi|zuHause>the question is the performance
15:07<andythenorth>is measuring the performance even interesting?
15:08<Eddi|zuHause>interesting for what?
15:08<andythenorth>a person
15:08<andythenorth>to do
15:09<Eddi|zuHause>load a savegame, add test grf, let it run... not difficult
15:09<Eddi|zuHause>i can imagine there exists a person who finds that interesting
15:09<andythenorth>and patch nml, and both sets of docs
15:10<Eddi|zuHause>don't need nml patch for a test grf
15:10<andythenorth>true
15:10<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns https://git.io/fhZUj
15:13<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6407: railtype - depot - snow https://git.io/fhZTv
15:14-!-synchris [~synchris@139.138.202.72] has quit [Quit: yeeha!]
15:16<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6590: Stations: allow building stations on railtypes other than the one currently selected https://git.io/fhZTU
15:16<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6590: Stations: allow building stations on railtypes other than the one currently selected https://git.io/fhZTT
15:16<Gabda>what are your thoughts on a 1 or 2 bit / tile visual overlay cache for the whole map?
15:17<Gabda>to store information like town boundaries and station catchments?
15:17<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6061: Towns: lowers land for no good reason in triangular fashion (better roads) https://git.io/fhZTk
15:17<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6061: Towns: lowers land for no good reason in triangular fashion (better roads) https://git.io/fhZTI
15:18<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6046: Signals: train gets stuck when placing multiple signals over it https://git.io/fhZTq
15:18<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6046: Signals: train gets stuck when placing multiple signals over it https://git.io/fhZTm
15:18<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6006: Timetable: vehicles no longer wait in stations https://git.io/fhZTY
15:18<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6006: Timetable: vehicles no longer wait in stations https://git.io/fhZTO
15:19<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #5995: Crash during vehicle unload https://git.io/fhZT3
15:19<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #5995: Crash during vehicle unload https://git.io/fhZTs
15:19<andythenorth>fricking spammers
15:19<andythenorth>I will quit the channel if this continues :(
15:19<Borg>what spammers?
15:20<frosch123>Gabda: for what use case?
15:20<Gabda>https://github.com/OpenTTD/OpenTTD/pull/7025
15:22<frosch123>i would welcome a cache of nearest town for each tile, which is not stored in savegames and recomputed on load
15:22<frosch123>townzones are easily computed from that, and nearest town is useful for a lot of other stuff
15:25<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #4931: Make downloading GFX for first-time users a better experience https://git.io/fhZTC
15:25<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #4931: Make downloading GFX for first-time users a better experience https://git.io/fhZTW
15:25<andythenorth>hah < 150 issues
15:25<andythenorth>enough spam now
15:26<Samu>Im starting to make comments
15:26<Samu>the code so far https://paste.openttdcoop.org/p807efevu
15:27<Samu>it could be simplified a bit more, just noticed some repeating parts
15:27<Samu>what u think of it atm?
15:28<Gabda>frosch123: that would also solve my problem, and that is constant, unlike local authority
15:29<Gabda>is it possible to found a new town midgame? (by some scripts or addons)
15:29<andythenorth>yes it is
15:30<andythenorth>there is a settings option to allow it in game
15:30<andythenorth>I assume GS can do it as deity also
15:31<Gabda>so it can be deleted as well
15:32<Gabda>is there a hardcoded maximum number of cities?
15:33<frosch123>yes, the size of the TownPool
15:33<frosch123>anyway, you also need nearest town in scenario editor
15:33<frosch123>so, you need to update the cache after every founding
15:33<frosch123>i think there is already a similar hook to recompute ownership of town-owned roads and houses
15:33<Gabda>can I work on this? it seems interesting :)
15:34<frosch123>go ahead :)
15:34<frosch123>you may find some oddities around houses and roads
15:34<andythenorth>this is how contributing should look ^ :D
15:34<frosch123>they store a separate town reference for ownership, which is not necessarily the nearest town
15:34<Gabda>yes, I already saw that part
15:38<Eddi|zuHause>usually number of towns is limited by available town names
15:40<Eddi|zuHause><frosch123> so, you need to update the cache after every founding <-- but you can use that by "flood-filling" from the new town center in each direction, until you find a tile that is closer to another town
15:40<Eddi|zuHause>it's not a "recompute the whole map" operation
15:42<Eddi|zuHause>or you could maintain a voronoi partition of the map, which would need O(#towns) space instead of O(#tiles)
15:43<Eddi|zuHause>i had started a GS once that calculated the neighbouring towns by a voronoi partition
15:44<frosch123>don't be silly
15:44<frosch123>you do not fund that many towns
15:45<frosch123>Gabda: UpdateNearestTownForRoadTiles is likely a good start
15:45<frosch123>it is called from all the places where stuff changes
15:45<Eddi|zuHause>frosch123: but adding a town to a voronoi partition is trivial
15:45<frosch123>voronoi is not trivial
15:46<Eddi|zuHause>and determining which town is closest to a tile is also trivial with a voronoi partition
15:46<frosch123>scanning every 16th tile on the map and filling everything inbetween if neighbouring ones agree, is easy
15:46<Eddi|zuHause>i should still have the GS code somewhere
15:47<Gabda>ok, I will look into the voronoi thing as well
15:47<andythenorth>after 2 days of refactoring my sprite generator
15:47<andythenorth>I am nearly ready to fix it
15:47<andythenorth>how much time did I save? o_O
15:47<frosch123>Gabda: read the wiki about voronoi, it's nice, but don't use it in production code :)
15:47<Eddi|zuHause>it's a pretty well documented algorithm
15:49<frosch123>andythenorth: don't worry, on sunday i decided to tear apart my flask app and to reassemble the pieces :p
15:50<andythenorth>what else are Sundays for?
15:50<Eddi|zuHause>ok, this is about 350 lines of squirrel code
15:51<Gabda>frosch123: that every 16th tile thing is so unnatural at first, it is hard to think in Manhattan distances
15:52<Eddi|zuHause>https://paste.openttdcoop.org/pdwwlfrdz
15:53<Eddi|zuHause>that is the main algorithm
15:53<Gabda>I saved the link, thanks
15:53<Eddi|zuHause>with some helper functions in other files
15:54<frosch123>Gabda: it is not about manhattan distance. but you can only skip distances which are smaller than some fraction of the distance to the nearest town
15:54<frosch123>hmm, ... maybe i am wrong
15:55<Eddi|zuHause>voronoi partition and delaunay triangulation are dual operations, if you solve one, you also solve the other
15:55<Gabda>I have to go now, we can continue the discussion tomorrow
15:56<Eddi|zuHause>man, that was over 7 years ago
15:56<Gabda>If you continue it now, pls save the conversation for me
15:56*andythenorth watches Eddi|zuHause grapple with time
15:56<Eddi|zuHause> function GetDate() { return "2011-11-28"; }
15:57<andythenorth>I am on the next phase
15:57<Gabda>or can it be checked with the log command lated?
15:57<Gabda>*later
15:57<Eddi|zuHause>there is a log
15:57<andythenorth>desperately trying to reduce the number of tasks before death :P
15:57<Eddi|zuHause>@log
15:57<andythenorth>there are more phases, I believe
15:57<Eddi|zuHause>@logs
15:57<@DorpsGek>Eddi|zuHause: https://webster.openttdcoop.org/index.php?channel=openttd
15:58<Eddi|zuHause>andythenorth: is that why you're so adamant about closing tickets?
15:58<Gabda>oh, good
15:58<Gabda>bye everyone!
15:58<andythenorth>somewhat Eddi|zuHause
15:58<andythenorth>bye Gabda
15:58-!-Gabda [~Gabda@catv-80-98-39-136.catv.broadband.hu] has quit [Quit: Leaving]
15:58-!-Borg [~borg@87-99-43-52.internetia.net.pl] has quit [Quit: leaving]
15:58<andythenorth>partly I just like scorched earth
15:59<andythenorth>if we could actually burn some stuff, I would be happy
15:59<andythenorth>OpenTTD bonfire? That's an event I would come to
15:59<andythenorth>would have to be big
15:59<frosch123>burn nml? return to nfo?
15:59<andythenorth>I mean literal
15:59<andythenorth>our annual company holiday is a very big bonfire
16:00<frosch123>fires work less the less paper there is
16:01<DorpsGek_II>[OpenTTD/OpenTTD] nikolas opened pull request #7030: Docs: Fix a few typos in docs/multiplayer.txt https://git.io/fhZT5
16:01<Eddi|zuHause>"// edge case: one town" <-- oh, i thought of that :p
16:02<LordAro>"Docs" belh
16:08*andythenorth can't find a good video of tar barrels
16:08<andythenorth>probably the best thing I've ever been to
16:08<andythenorth>https://www.youtube.com/results?search_query=tar+barrels+ottery
16:09<Eddi|zuHause>not clicking on that
16:09<andythenorth>it's not a rick roll
16:10<andythenorth>LordAro: it failed CI :P
16:10<Eddi|zuHause>not the thing i'm worried about :p
16:10<LordAro>andythenorth: well of course
16:10<Eddi|zuHause>i don't understand the CI errors
16:10<andythenorth>https://www.tarbarrels.co.uk/
16:11<andythenorth>well let's educate ourselves
16:11<andythenorth>https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=172
16:11<andythenorth>so there's an image missing?
16:11<andythenorth>docker image?
16:12<LordAro>that is a very bad error message
16:12<LordAro>no, the commit checker failed
16:12<LordAro>(Docs vs Doc)
16:12<Eddi|zuHause>yeah, but how is anyone supposed to read that out of a pile of "image not found" errors?
16:13<andythenorth>the detailed log is annoying
16:13<andythenorth>I can't deep link it
16:13<LordAro>also that
16:13<andythenorth>ok https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=172&view=logs&jobId=1f5e9798-210f-57a3-e04d-38db1ab8113f&taskId=41a39cf2-72bd-5832-f9af-19df9ae0310c&lineStart=97&lineEnd=98&colStart=1&colEnd=1
16:13<andythenorth>I can
16:13<andythenorth>it's just a weird interface
16:13<andythenorth>bits of it flip my cursor for some reason
16:13<nielsm>it has to be possible to supply a custom parser to pull out the actual error text?
16:14<Eddi|zuHause>and is there no way to propagate the "main" error message back to GitHub, so you can immediately see on the CI task what was wrong?
16:14<andythenorth>lot of ##[error
16:14<andythenorth>dunno what we'd parse
16:14<LordAro>Eddi|zuHause: i fear TB is the only one to have read the azure docs
16:14<andythenorth>I am encouraging more of us to learn how this works :P
16:15<Eddi|zuHause>"OpenTTD CI Failing after 7m — Build #20190108.8 has failed" is useless info, and the "details" link is leading to a horrible nightmare
16:15<andythenorth>ok so the code is where
16:15<andythenorth>https://github.com/OpenTTD/OpenTTD-CF
16:16<LordAro>azure-pipelines.yml or whatever it is too
16:16<andythenorth>https://github.com/OpenTTD/OpenTTD-CF/blob/master/azure-pipelines-linux.yml
16:16<andythenorth>?
16:16<andythenorth>https://github.com/OpenTTD/OpenTTD/blob/master/azure-pipelines-ci.yml
16:17-!-dihedral [~dihedral@2a01:238:421b:c500:8f29:1729:65bc:1477] has quit [Ping timeout: 480 seconds]
16:17<Eddi|zuHause>LordAro: on first glance i'd say the commit checker must finish before all the other build tasks are started, so to not produce a pile of followup-errors
16:17<andythenorth>is this artefacts or log ?
16:17*andythenorth exploring
16:18<LordAro>mm
16:18<andythenorth>so I think it's running the hooks here https://github.com/OpenTTD/OpenTTD-git-hooks/tree/c678c6d72c8a60d7b45c3b1ac1d7313c1efca0a2/hooks
16:18<andythenorth>but I don't know where in the pipeline it's parsing
16:21<andythenorth>the job says there were 11 errors
16:21<andythenorth>but there are 45 lines printed with error
16:43<DorpsGek_II>[OpenTTD/OpenTTD] Ufiby commented on issue #6967: BaNaNaS: Unhandled exception when uploading new https://git.io/fhZkP
16:47<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6967: BaNaNaS: Unhandled exception when uploading new https://git.io/fhZkS
16:49<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6529: Spritesorter: track fence sprite paints on top of landed UFO https://git.io/fhZkQ
16:49<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6529: Spritesorter: track fence sprite paints on top of landed UFO https://git.io/fhZk7
16:50<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6197: Crash while loading savegame from 1.4 in 1.5 https://git.io/fhZk5
16:50<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6197: Crash while loading savegame from 1.4 in 1.5 https://git.io/fhZkd
16:52-!-Stimrol [~Stimrol@89-160-153-213.du.xdsl.is] has joined #openttd
16:52-!-Stimrol is "Stimrol" on #openttd
16:57<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6057: Win8.1 UI scaling affects resolution https://git.io/fhZkj
16:58<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6057: Win8.1 UI scaling affects resolution https://git.io/fhZIe
16:58<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6039: Signals: train gets stuck while entering a depot and path re-reservation occurs https://git.io/fhZIv
16:58<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6039: Signals: train gets stuck while entering a depot and path re-reservation occurs https://git.io/fhZIf
17:00<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6359: Remaining lifetime (years) does not go negative https://git.io/fhZIU
17:00<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6359: Remaining lifetime (years) does not go negative https://git.io/fhZIT
17:01<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6289: AIVehicleList_DefaultGroup fail to return vehicle in default group https://git.io/fhZIk
17:02<milek7>doesn't github have some 'close all' button?
17:02-!-Gja [~Martin@93-167-84-102-static.dk.customer.tdc.net] has quit []
17:03<andythenorth>can probably delete the whole project
17:03<andythenorth>there is a mass close (set) option
17:04<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6516: Crash: running game https://git.io/fhZIm
17:04<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6516: Crash: running game https://git.io/fhZIY
17:04<andythenorth>I am actually reading the issues though :P
17:05<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6503: Abnormalities in train subtile coordinates when reversing at the end of line https://git.io/fhZIn
17:05<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6503: Abnormalities in train subtile coordinates when reversing at the end of line https://git.io/fhZIc
17:18-!-gelignite [~gelignite@55d4da7e.access.ecotel.net] has quit [Quit: Good fight, good night!]
17:19<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6361: Crash in UI for StoryBook of Awards GS https://git.io/fhZIE
17:19<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6361: Crash in UI for StoryBook of Awards GS https://git.io/fhZIu
17:19-!-andythenorth [~andytheno@cpc87219-aztw31-2-0-cust178.18-1.cable.virginm.net] has left #openttd []
17:21<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #3958: Display speed in vehicle window without truncation https://git.io/fhZIa
17:22<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #3958: Display speed in vehicle window without truncation https://git.io/fhZIV
17:22<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #3596: Scenario Editor: Loading *.sav https://git.io/fhZIw
17:22<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #3596: Scenario Editor: Loading *.sav https://git.io/fhZIr
17:24<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #5654: Visibility of companies on graphs is not saved in game https://git.io/fhZI6
17:24<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #5654: Visibility of companies on graphs is not saved in game https://git.io/fhZIi
17:25<LordAro>dammit andy, you've left the channel and you're still spamming
17:27<frosch123>and pushing to iron-horse at the same time
17:27<frosch123>he probably is also brushing teeth
17:28<LordAro>very busy
17:33<Samu>TileIndexDiffC diffc = _tileoffs_by_dir[corner_to_direction[opposite_corner]];
17:33<Samu>magic!
17:33<Samu>I can remove the corner to direction function
17:34<Samu>less code!
17:39<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6464: Scenario Editor: Game Script is incorrectly active when loading scenario https://git.io/fhZIp
17:39<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6464: Scenario Editor: Game Script is incorrectly active when loading scenario https://git.io/fhZIh
17:40<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6512: Different costs when building canal on object with water https://git.io/fhZLU
17:40<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6512: Different costs when building canal on object with water https://git.io/fhZLT
17:41<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6212: UI Zoom: multiple issues https://git.io/fhZLk
17:41<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6212: UI Zoom: multiple issues https://git.io/fhZLI
17:42<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6589: Crash: running the "rescannewgrf" command while newgrfs are already being scanned https://git.io/fhZLL
17:42<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6589: Crash: running the "rescannewgrf" command while newgrfs are already being scanned https://git.io/fhZLt
17:43<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6445: Spinlock when saving game on server while client is joining https://git.io/fhZLm
17:43<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6445: Spinlock when saving game on server while client is joining https://git.io/fhZLY
17:44<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6440: Crash: MP game (with emergency save) https://git.io/fhZLO
17:44<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6440: Crash: MP game (with emergency save) https://git.io/fhZL3
17:45<+glx>hehe he should have /nick instead leaving
17:48<+glx>264 lines of vbs (empty lines included) and I only converted the bash part of squirrel_export, still have to convert the awk part
17:49<LordAro>mass closing issues still concerns me. i think the idea that closing "stale" issues will force people to look at newer issues is flawed. pretty sure it will just result in duplication, likely that no one will ever know about, because no one ever looks at closed issues
17:50<+glx>I always search for closed issues before opening a new one
17:50<LordAro>sure, but i suspect you're in the minority
17:50<LordAro>and then what? close the new one and reopen the old one? you've still got a duplicate issue at that point
17:51-!-Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.]
17:52<LordAro>and even if people do, they might not understand why it's been closed, and open a new issue anyway
17:53<frosch123>LordAro: i don't think there is anyone anymore who looks at issues and tries to fix one
17:53<frosch123>people only fix issues when they run into them
17:53<frosch123>or if they are new
17:53<LordAro>perhaps? but closing them guarantees that no one will ever look at them
17:54<frosch123>so, possibly issues are more likely to get fixed if they are created again
17:54<nielsm>plain feature requests without attached patch should be treated as discussion and just buried
17:54<frosch123>good issues return :)
17:54<nielsm>crashes reproducible with an attached save should be triaged whether it's a corrupted save or an actual bug
17:54<LordAro>nielsm: i don't disagree with that, most of my concern is closing crash reports without them being adequately explained/fixed
17:55<nielsm>crashes that don't reproduce and are several years old are not worth keeping around
17:56<LordAro>sure
17:56<nielsm>and other bugs should be qualified (if they aren't already) and kept around until a fix is provided
17:57<LordAro>for instance, #6589 looks perfectly valid to me
17:57<LordAro>and reproducible, according to adf
17:59<LordAro>the fact that it's an "isolated issue" is meaningless - all of the easy to fix crashes have long since been solved
17:59<nielsm>the way asf describes the issue makes it sound like it's a general issue, reported via a specific instance where it can cause a crash
18:00<nielsm>general issue with UI input event handling
18:00<nielsm>but it's late, gn
18:01-!-nielsm [~nielsm@176-23-103-56-cable.dk.customer.tdc.net] has quit [Quit: wroom]
18:01<Samu>who's english enough?
18:01<Samu> * Check wether growing on a half-tile coast tile ends up blocking a water connection
18:01<Samu>* @return true if building here blocks a water connection /
18:01<LordAro>whether
18:01<Samu>ok
18:01<LordAro>otherwise fine
18:02<Samu>ty
18:05<Samu>https://paste.openttdcoop.org/pkvoiu2fe
18:05<Samu>now with imbuted CornerToDirection
18:05<Samu>and 90 deg support
18:06<Samu>does it need more comments explaining stuff?
18:09-!-frosch123 [~frosch@00013ce7.user.oftc.net] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn]
18:09<Samu>erm a typo
18:09<Samu>on line 51
18:12<Samu>looks like i can move opposite_track a bit further down
18:18-!-acklen [~kno@mdunford.lbl.gov] has joined #openttd
18:18-!-acklen is "Matt" on #openttd
18:18-!-chomwitt [~chomwitt@ppp-94-69-11-85.home.otenet.gr] has quit [Quit: WeeChat 1.6]
18:18<Samu>gonna see what happens with 90 degrees forbidden, brb
18:18-!-HerzogDeXtEr [~farci@dslb-178-008-123-078.178.008.pools.vodafone-ip.de] has quit [Read error: Connection reset by peer]
18:24<Samu>it werks
18:24<Samu>everything works
18:24<Samu>town constructors become too smart if they know a ship can't make 90 degrees they build on water
18:26<Samu>https://imgur.com/skS5ajO smart town!
18:29<Samu>https://imgur.com/a/bhP9ViU two images
18:29<Samu>it werks!
18:34<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhsRY
18:34<Samu>how do I make it compile?
18:35<Samu>ever since the azure switch thing, it doesn't start compiling my stuff
18:37<LordAro>it'll get there
18:37<LordAro>assuming you've rebased
18:38<LordAro>just takes a moment to start
18:38<Samu>didn't rebase
18:38<Samu>gonna try rebase
18:39<LordAro>looks fine
18:39<Samu>command line scares me too much
18:39<LordAro>azure-pipelines-ci.yml is in the repo
18:39<LordAro>you only need to do it once
18:39<LordAro>(and rebasing and pushing again will only serve to slow it down)
18:39<Samu>Hide all checks
18:39<Samu>Some checks haven’t completed yet
18:39<Samu>1 expected check
18:40<Samu>waiting for status to be reported :(
18:40<LordAro>be less impatient
18:40<LordAro>try sleeping
18:40*LordAro does so
18:42<Samu>where is this azure guy?
18:42<Samu>website
18:42<Samu>nevermind, i think i found it
19:00<Samu>it's not building :(
19:02<Samu>gonna try rebase
19:02<Samu>brb
19:05<Samu>i suck at this :(
19:05<Samu>git rebase -i origin/master or upstream/master or something else
19:16<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhsRY
19:16<Samu>no idea what i'm doing atm
19:16<Samu>hope it starts building
19:25<Samu>failed with weird errors
19:25<Samu>https://github.com/OpenTTD/OpenTTD/pull/6931/checks?check_run_id=47686467
19:25<Samu>doesn't seem caused by me
19:25<Samu>or are they?
19:26<+glx>not your fault
19:26<+glx>CI sometimes fails to work
19:27-!-Progman [~progman@p4FD6695E.dip0.t-ipconnect.de] has quit [Remote host closed the connection]
19:28<+glx>2019-01-09T00:18:08.5922077Z ##[error]*** b/src/town_cmd.cpp:910: Trailing whitespace: ' * '
19:28<+glx>partly your fault ;)
19:28<Samu>where did u find that
19:28<+glx>but commit checker could be easier to understand
19:29<+glx>clic on the error/warning count
19:29<+glx>then commit-checker, then build and test
19:30<Samu>ah, found it
19:30<+glx>but it's not your fault if win64 failed
19:31<Samu>trailing whitespace? :p
19:31<Samu>i blame the editor
19:33<Samu>is it git rebase -i origin/master
19:33<Samu>or upstream/master
19:34<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhsRY
19:35<Samu>trailing whitespace is fixed
19:36<+glx>should be upstream, you can check with "git remote -v"
19:37<+glx>the one without your username is the one you want
19:38<+glx>usually you just need to do "git fetch upstream" then "git rebase upstream/master"
19:38<+glx>and if there's no conflict you're fine, else you need to solve them
19:39<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhsRY
19:39<Samu>thx
19:39<Samu>did just that
19:41<Samu>it's not gonna build again?
19:42<Eddi|zuHause>i set up my git to do "git pull" from original repo and "git push" to my repo
19:53<Samu>uh oh assertion failed
19:53<Samu>rip
19:54<Samu>oh snap, the first tile also need to be checked if it's valid t.t
19:55<Eddi|zuHause>Samu: the error message is currently a bit hidden/buried.
19:55<Eddi|zuHause>Step 1: go to https://dev.azure.com/openttd/OpenTTD/_build?definitionId=5
19:55<Eddi|zuHause>Step 2: find your build (the most recent one is at the top), click on the failed "commit-checker" task, and there on the log with all the errors
19:55<Eddi|zuHause>Step 3: scroll to the very bottom of the log to get the actual description of what is wrong
19:57<Samu>i fixed that already, glx told me where it was
19:58<Samu>i have one different problem now, a simple !IsValidTile(tile) is missing
19:58<Eddi|zuHause>did you roll back the rebase again?
19:59<Samu>yes, but it didn't build (yet)
19:59<Samu>dont know how that azure guy works
20:00<Samu>shouldn't build now that i have another fix coming up, :o
20:01<Eddi|zuHause>it won't build if you are based on a master commit that is too old
20:01<Eddi|zuHause>you must rebase to current master, and then never go back to an older master again
20:02<Samu>"git fetch upstream" then "git rebase upstream/master" ? glx told me to do like this
20:04<+glx>if "git remote -v" says "upstream https://github.com/OpenTTD/OpenTTD.git" then it's correct
20:06<Samu>origin https://github.com/SamuXarick/OpenTTD.git (fetch)
20:06<Samu>origin https://github.com/SamuXarick/OpenTTD.git (push)
20:06<Samu>upstream https://github.com/OpenTTD/OpenTTD.git (fetch)
20:06<Samu>upstream https://github.com/OpenTTD/OpenTTD.git (push)
20:09<Samu>i have 2 upstreams
20:09<@peter1138>git pull upstream master
20:10-!-Thedarkb-X40 [~beno@51-171-49-58-dynamic.agg3.kny.prp-wtd.eircom.net] has joined #openttd
20:10-!-Thedarkb-X40 is "realname" on #openttd #/r/openttd #oolite
20:13<Samu>git rebase -i upstream/master
20:13<Samu>gonna try with -i
20:14<Samu>$ git rebase -i upstream/master
20:14<Samu>Successfully rebased and updated refs/heads/prevent-town-growth-from-blocking-ships.
20:15<Samu>had 2 commits, used fixup on the later
20:15<Samu>now what? git pull upstream master?
20:15<Samu>git push --force?
20:16<Samu>i have a 1 behind, 1 ahead
20:18<Samu>Samu Committed Oct 2, 2018
20:18<Samu>it's not gonna work?
20:20-!-Thedarkb-X40 [~beno@51-171-49-58-dynamic.agg3.kny.prp-wtd.eircom.net] has quit [Ping timeout: 480 seconds]
20:20-!-Flygon [~Flygon@58-6-74-108.dyn.iinet.net.au] has joined #openttd
20:20-!-Flygon is "Flygon" on #openttd
20:21<+glx>no need for -i in this case, and --force will indeed work
20:23<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhsRY
20:24<@peter1138>I dunno, -i is useful to know if the rebase is going to do what you think it will be doing.
20:25<+glx>ah yes, and it's easy to stop it with -i
20:26<Samu>just added the IsValidTile fix
20:26<Samu>is azure building?
20:26<Samu>https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=174
20:26<Samu>yeah it's werking
20:27<Samu>forgot that bridge heads could be tried to be built outside the map
20:29<Samu>generating a map with 13312 towns
20:30<Samu>ought to be enough for testing
20:30<@peter1138>Depending on how you're testing, 1 might be enough.
20:30<Samu>erm dont remember if i got 90 deg on
20:31<Samu>takes 10 mins to generate map
20:31<Samu>oh, actually not
20:31<Samu>it's debugging much faster
20:31<Samu>than in vs 2015
20:52<Eddi|zuHause>if the town name generator runs out of names, it will take forever to try to generate the rest of the towns
20:53<Eddi|zuHause>and even good town name generators will usually give up after about 3000 towns
20:53<Eddi|zuHause>some don't even have 100
21:07<Samu>somethnig really strange is happening bridges are still without problems
21:09<Samu>during town generation, some bridges are initially built, then still during town generation, bridges are demolished later on
21:09<Samu>as if a nearby town cleared them for some reason
21:12<Samu>https://imgur.com/a/hqCAgsO
21:13<Samu>top image, there are bridges, bottom image, bridges are gone, the roads towards NW seems disconnected
21:24<Samu>could towns be removed during world generation?
21:25<Samu>like when it's trying to place a new town near another, but the other is so big?
21:45<Samu>aha found it
21:45<Samu>so it's not a bug caused by me, it's something of it's own
22:10-!-Laedek [~quassel@172.92.127.86] has quit [Quit: Laedek]
22:18-!-Laedek [~quassel@172.92.127.86] has joined #openttd
22:18-!-Laedek is "Laedek" on #openttd
22:36-!-D-HUND [~debdog@2a00:79c0:622:1800:7a24:afff:fe8a:d04d] has joined #openttd
22:36-!-D-HUND is "Wowbagger" on #bitlbee #openttd
22:40-!-debdog [~debdog@2a00:79c0:671:1c00:7a24:afff:fe8a:d04d] has quit [Ping timeout: 480 seconds]
22:51-!-qwer [~oftc-webi@36.97.80.136] has joined #openttd
22:51-!-qwer is "OFTC WebIRC Client" on #openttd
22:51-!-qwer [~oftc-webi@36.97.80.136] has quit []
23:06-!-Samu [Samu@pa4-84-91-142-34.netvisao.pt] has quit []
23:29-!-ToBeFree [~tobefree@00019d36.user.oftc.net] has joined #openttd
23:29-!-ToBeFree is "Tobias "ToBeFree" Frei" on #https-everywhere #oolite-dev #openttd #oolite #oolite-ger
23:50-!-sla_ro|master [~sla.ro@84.117.88.126] has joined #openttd
23:50-!-sla_ro|master is "slamaster" on #sla #openttd
23:58-!-sla_ro|master [~sla.ro@84.117.88.126] has quit []
---Logclosed Wed Jan 09 00:00:13 2019