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#openttd IRC Logs for 2019-01-06

---Logopened Sun Jan 06 00:00:09 2019
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01:49<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7017: Add: Conditional order for max. reliability (patch by Cirdan, #6360)
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03:27-!-nielsm is "Niels Martin Hansen" on #openttd
03:55<TrueBrain>andythenorth: <- can you download the OSX artifact, and check if both the .zip and .dmg work? That the ingame version is correct (should have azure_release in it), etc? :D
03:58<TrueBrain>reading michi_cc's comment, should we revert that commit Eddi|zuHause / planetmaker made last night?
03:58<dwfreed>I can
04:01<dwfreed>TrueBrain: os x .app doesn't execute unless lzo is installed in homebrew? is that normal?
04:01<nielsm>TrueBrain either that, or make another commit that adds savegame fixups for the change
04:02<dwfreed> Library not loaded: /usr/local/opt/lzo/lib/liblzo2.2.dylib
04:02<dwfreed> Referenced from: /Volumes/VOLUME/
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04:03<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7017: Add: Conditional order for max. reliability (patch by Cirdan, #6360)
04:05<TrueBrain>dwfreed: hmm .. lzo should be added static, so no, that is not expected behaviour
04:05<dwfreed>it links against xz's liblzma, lzo, and libpng from homebrew, so in order to launch the .app, all 3 of those would have to be installed
04:05<dwfreed>$ otool -L openttd | grep /usr/local
04:05<dwfreed> /usr/local/opt/xz/lib/liblzma.5.dylib (compatibility version 8.0.0, current version 8.4.0)
04:05<dwfreed> /usr/local/opt/lzo/lib/liblzo2.2.dylib (compatibility version 3.0.0, current version 3.0.0)
04:05<dwfreed> /usr/local/opt/libpng/lib/libpng16.16.dylib (compatibility version 52.0.0, current version 52.0.0)
04:06<TrueBrain>nielsm: it fully depends on the timeline. Often it is easier to revert, fix, and recommit. As fixes tend to be forgotten :D But if you want to look into it, sounds perfect, tnx :)
04:06<TrueBrain>okay, that is wrong; let me see why .. :)
04:06<dwfreed>also the dmg has a space in the volume name
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04:07<andythenorth>^^ this is my problem with taking other people's old patches and PRing them
04:07<andythenorth>insufficient skin in the game :P
04:07<TrueBrain>dwfreed: is that a bad thing?
04:07<dwfreed>it's weird
04:07<TrueBrain>andythenorth: also the comment: I did not test this, in the PR, didnt help :D
04:07<dwfreed>and annoying to deal with when accessing the dmg from the terminal
04:08<TrueBrain>dwfreed: would you mind making a fix for that via a PR? Running 'make bundle_dmg' creates a dmg file.
04:08<TrueBrain>(from the source)
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04:09<andythenorth>TrueBrain: will the eventual download url be, or azure?
04:09<dwfreed>the reason for the space is that the REV variable is not set
04:09<TrueBrain>andythenorth:, ofc
04:09<andythenorth>gatekeeper reports the origin
04:09<TrueBrain>REV variable not set?
04:09<TrueBrain>clearly bundle_dmg hasnt run in months/years :D
04:10<TrueBrain>okay, 'brew install' seems to not install static libraries
04:10<TrueBrain>so it only creates the dynamic ones ..
04:10<TrueBrain>what can I do about that .. hmm
04:10<nielsm>TrueBrain huh it seemed to do when I tested
04:11<dwfreed>brew has basically done away with build options
04:11<TrueBrain>nielsm: it compiled; but did you check if it was dynamic or static?
04:11<andythenorth>zip and dmg work for me btw
04:11<dwfreed>and subsequently, optional static libs
04:11<nielsm>as in, I made "lr -lR /usr > allthefiles.txt" downloaded that and looked through
04:11<dwfreed>andythenorth: you probably have lzo installed in homebrew :)
04:11<TrueBrain>andythenorth: because you have these dylibs installed, I assume :)
04:11<nielsm>well, I didn't check that no
04:11<nielsm>the static lib files seemed to be present
04:11<TrueBrain>nielsm: okay, that is good news; means the linker fucks up :D
04:12<TrueBrain>okay, this is very hard to debug for me; would either of you ( andythenorth / dwfreed ) be willing to look into this? What we do is:
04:12<TrueBrain>./configure --enable-static
04:12<TrueBrain>make -j2 bundle_dmg
04:12<TrueBrain>(in combination with brew)
04:13<dwfreed>I do see liblzma.a in xz's lib dir in homebrew
04:13<dwfreed>libpng16.a also exists
04:14<TrueBrain>possibly someone made a boo-boo in config.lib .. hmm
04:14<nielsm>saved in 1.8: current master:
04:14<nielsm>1.8 savegame:
04:15<nielsm>master loads as:
04:15<TrueBrain>so bugged :)
04:15<TrueBrain>they jumped the gun ;)
04:15<TrueBrain>okay, so we ask pkg-config to give the --static --libs
04:16<TrueBrain> # OSX can't handle -static in LDFLAGS
04:16<TrueBrain> if [ "$os" != "OSX" ]; then
04:16<TrueBrain> LDFLAGS="$LDFLAGS -static"
04:16<TrueBrain> fi
04:16<TrueBrain>euhm ... sounds wrong?
04:16<andythenorth>random conditional orders
04:16<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7017: Add: Conditional order for max. reliability (patch by Cirdan, #6360)
04:17<nielsm>conditional disorders
04:17<nielsm>at least it doesn't crash when reaching the nonsensical "Age (years) is false" order :)
04:20<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #7018: Fix: Don't increase motion counter while train is waiting at non-path…
04:20<nielsm>bump savegame version, or pretend nobody played the game since last bump?
04:20<TrueBrain>I have an idea why static OSX is not working .. but I have to just try it
04:21<TrueBrain>nielsm: I would say, bump
04:22<nielsm>we're closing in at 1/256th of the max savegame version value!
04:22<TrueBrain>dwfreed: funny, this REV is only used by OSX stuff. Guess someone forgot to rename it .. seems it should be VERSION now :)
04:23<TrueBrain>indeed, someone did a partial search/replace :D
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04:27<TrueBrain>okay .. so that was the issue with static compiles:
04:27<TrueBrain>2019-01-06T09:26:40.1061370Z ld: library not found for -lcrt0.o
04:27<TrueBrain>I think when switching to pkg-config, 'static' stopped working
04:27<TrueBrain>but then it should have been broken for a longer time :D
04:29<dwfreed>TrueBrain: what pkg-config file has that?
04:30<TrueBrain>we used to detect libraries ourself, by looking in paths etc
04:30<TrueBrain>now we just run: pkg-config liblzma --libs --static
04:30<TrueBrain>but that --static, still returns -llzma
04:30<TrueBrain>and as the dynamic variant also exists, it will pick that over the static
04:31<TrueBrain>we need /usr/lib/liblzma.a
04:32<TrueBrain>OSX, rightfully, doesn't support full static linking, as all OSX systems have a huge library-set. We just want these 3 to be static linked :D
04:34<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh opened pull request #7019: Fix #7017: Conditional orders enum updated without savegame version bump
04:35<TrueBrain>or more importantly:
04:35<TrueBrain>they have it documented :D
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04:35<TrueBrain>lets see if that really helps :)
04:35-!-Wolf01 is "Wolf01" on #openttd
04:36<TrueBrain>nice nielsm :D I wish I knew enough about the codebase to approve that, but .. "it looks good" :P
04:36<TrueBrain>as that got us in this mess in the first place, I hope someone else gives a review soon :D
04:36<dwfreed>what's documented there only works if there isn't a dylib next to a static archive
04:37<TrueBrain>the title says something else?
04:37<TrueBrain>it explicitly says it works if there is a dylib next to a static variant?
04:37<TrueBrain>"Q: How do I link against a static version of a library when a dynamic version exists on the system?"
04:37<TrueBrain>what am I missing? :D
04:37<TrueBrain>(honest question)
04:38<dwfreed>"The best way to explicitly control the selection of which version of the library is linked against is to keep the static and dynamic versions of the library in different directories."
04:38<TrueBrain>and that isn't the case?
04:38<TrueBrain>(by default)
04:39<dwfreed>not with homebrew libs, no
04:39<TrueBrain>(so annoying I don't have an OSX system :D)
04:39<dwfreed>because the dylib and the static archive are right next to each other
04:39<TrueBrain>so .... we need a way to the .a file ..
04:39<dwfreed>you can sed the pkg-config output
04:39<TrueBrain>well, it sounded like the perfect solution ..... screw you QA :(
04:40<nielsm>TrueBrain, hacks and assume homebrew always installs the .a file the same path?
04:40<TrueBrain>very OSX specific ... pkg-config should solve that
04:40<dwfreed>pkg-config just dumps text files to stdout
04:40<dwfreed>with some dependency resolution
04:41<dwfreed>but you can use the fact that homebrew makes a /usr/local/opt path for each package
04:41<TrueBrain>hmm .. libpng is no longer marked as 'static capable' in pkg-config
04:41<TrueBrain>dwfreed: we used to do all this ourself; the whole idea of using pkg-config, that it is the same on all systems, and we don't have to do it ourself
04:42<TrueBrain>if possible, I would really like to avoid making a special case for OSX :(
04:42<TrueBrain>I can overrule it via ./configure options, I guess ..
04:42<TrueBrain>but this is stupid
04:43<nielsm>okay #7017 fix has finished checking :)
04:43<nielsm>if someone will review it
04:43<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7019: Fix #7017: Conditional orders enum updated without savegame version bump
04:43<andythenorth>TrueBrain: I buy us a mac? :P
04:44<TrueBrain>oeh, what I can do ... is just ... remove the dylib on the host
04:44<TrueBrain>that would force him :D
04:44<TrueBrain>yes yes
04:44<TrueBrain>dwfreed: what is the folder structure of homebrew?
04:44<TrueBrain>everything is always in /usr/local/opt/<package>/lib/ ?
04:45<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7019: Fix #7017: Conditional orders enum updated without savegame version bump
04:46<nielsm>TrueBrain I think it symlinks all the installed brews into /usr/local/lib
04:47<dwfreed>/usr/local/lib/lib<foo>.a does exist
04:48<TrueBrain>okay ... so let me guess this then ..
04:48<dwfreed>/usr/local/opt/package/lib/lib<foo>.a helps ensure you still get the file if brew decides to make that package keg-only
04:48<TrueBrain>no, I am reversing the issue :D
04:48<TrueBrain> rm /usr/local/lib/*.dylib
04:48<nielsm>that works too!
04:48<dwfreed>just don't do that in the makefile
04:48<nielsm>awk the .pc files?
04:48<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7019: Fix #7017: Conditional orders enum updated without savegame version bump
04:48<TrueBrain>and means I dont have to fiddle with the result from pkg-config
04:49<TrueBrain>nielsm: that would be the other solution
04:49<TrueBrain>mine sounds more future-proof :D
04:49<dwfreed>parsing .pc files is a minefield
04:49<dwfreed>they're sort of bash
04:49<dwfreed>but also not
04:49<TrueBrain>we should switch to cmake one day or the other
04:49<TrueBrain>I hope cmake does have this solved
04:50<TrueBrain>(cmake profiles tend to be better of quality)
04:50<dwfreed>doubt it
04:50<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7019: Fix #7017: Conditional orders enum updated without savegame version bump
04:54<TrueBrain>dwfreed: <- would you mind checking if it worked? :D
04:54<TrueBrain>binary size is slightly larger
04:56<TrueBrain>hmm, I think libpng and lzma are still dylib
04:59<dwfreed>yes, it still linked against liblzma and libpng as dylib
04:59<dwfreed>find /usr/local -name '*.dylib' -delete
04:59<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7019: Fix #7017: Conditional orders enum updated without savegame version bump
05:00<TrueBrain>turns out, that if you remove too many dylibs, other things break :D
05:00<TrueBrain>git no longer works :P
05:01<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7019: Fix #7017: Conditional orders enum updated without savegame version bump
05:02<TrueBrain>I never understood how Apple saw this working .. or homebrew for that matter
05:03<TrueBrain>force everyone to install the libraries via brew too? :P
05:04<nielsm>if apple supplied a better tool for copying in dylink dependencies to an .app package and fixing the install_names that would be fine too, imo
05:04<TrueBrain>I agree
05:04<TrueBrain>same for Windows btw .. shipping dlls is a nightmare
05:05<nielsm>well at least windows dlls don't come with a hidden field telling the exact installed path they're supposed to be at
05:05<nielsm>causing apps to throw "not found" loader errors for libs that obviously exist
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05:09<andythenorth>I improved the testing notes on this if anyone wants to review it :P
05:09<dwfreed>you can use install_name_tool to edit that path
05:09<dwfreed>and bundle the dylibs in the .app
05:09<TrueBrain>I expect a PR! :D
05:10<nielsm>dwfreed yes you can, and it's terribly annoying to do
05:10<nielsm>I wrote scripts to do that many years ago
05:13<TrueBrain>give that a spin plz
05:13<TrueBrain>ended up with:
05:13<TrueBrain> rm /usr/local/Cellar/lzo/*/lib/*.dylib
05:13<TrueBrain> rm /usr/local/Cellar/xz/*/lib/*.dylib
05:13<TrueBrain> rm /usr/local/Cellar/libpng/*/lib/*.dylib
05:13<TrueBrain>seems to work?
05:13<dwfreed>will work at least until more homebrew libs are added, anyway
05:14<dwfreed>also would be nice if pipelines allowed downloading the artifacts for a single job
05:14<TrueBrain>I can :P
05:14<TrueBrain>but artifacts are temporary
05:14<TrueBrain>so no worries
05:14<TrueBrain>(its really weird, I can just download a single artifact .. for some reason you need to be lgged in to do that .. weirdness :P)
05:15<TrueBrain>but I will publish these on a decent CDN, so you can just download a single file :)
05:16<nielsm>wow that was annoying, tracking that old script through five or more moves/renames
05:20<TrueBrain>reminds me I have to publish checksums too
05:20<@Alberth>obviously Apple expects you to be a good user and not mess with libraries and programs of your own
05:21<nielsm>the other day I heard that even internally at apple's devtools team, they don't have access to any better build hardware than everyone else
05:21<andythenorth>Apple just expects you to keep buying
05:21<nielsm>they have to make do with trashcans working as servers etc
05:21<andythenorth>that is all nowadays
05:22<andythenorth>it's like that joke where Jeff Bezos wishes someone a nice day
05:22<@Alberth>yep, trying to stop people from replacing batteries themselves, so they buy a new device
05:22<nielsm>and they have to take them out at full price of the internal budget
05:22<andythenorth>that must be motivating
05:23<andythenorth>all is not well in the Spaceship
05:23<nielsm>anyone for reviewing again? :D
05:23<nielsm>if it can get merged now there won't be any revisions between issue introduced and fixed
05:24<@Alberth>and then you hope you never end up at that point while bisecting :)
05:24<andythenorth>currently Apple are very frustrating :|
05:24<andythenorth>putting aside people who would never buy Apple anyway
05:24<andythenorth>the stuff is *nearly* brilliant
05:24<andythenorth>but *nearly* isn't good enough at the price
05:25*andythenorth back to PRs
05:26<andythenorth>nielsm: not sure how to move this one forward
05:26<nielsm>andythenorth yeah...
05:27<nielsm>I guess I'll have to scrap some of the ideas
05:27<andythenorth>it's quite unwieldy to test, is the problem
05:27<andythenorth>even playtesting, it's open to quite subjective bias
05:27<andythenorth>and playtesting is multiple hours of commitment
05:28<andythenorth>and there are multiple climates etc :P
05:29<andythenorth>I'd say feature flag
05:29<andythenorth>but do we ever remove the damn things?
05:29<andythenorth>or do they just sit there introducing combinatorial problems?
05:29<nielsm>part of the problem is also that the original quadratic production overwhelms you, but linear feels like either fine at the low end but too little at the high end, or too much at the low end and fine at the high end
05:31<nielsm>I think what I want is something with a curve less agressively growing than pop^2 but still more than linear
05:31<andythenorth>my proposal: fix the obvious defect
05:31<andythenorth>quadratic is obviously just a mistake, no?
05:32<dwfreed>TrueBrain: dmg works; version reported is "20190106-azure_release-g1e4c9ecf"
05:32<andythenorth>if we put that in trunk I can play test it and give opinions
05:33<andythenorth>I can play test it in a PR, but eh, I am already managing so many local patches :P
05:33<andythenorth>I get lost
05:35<TrueBrain>dwfreed: SWEET!
05:35<TrueBrain>thank you :)
05:36<dwfreed>nielsm: use something less than 2 for the exponent?
05:36<nielsm>dwfreed problem is that it's not _written_ as an exponent :)
05:37<nielsm>the original algorithm has quadratic growth because it's a linear chance of generation (on house pop) for cargo being generated at all, and the generated amount is a linear dice roll for amount
05:37<nielsm>which ends up producing a pop*pop distribution
05:37<andythenorth>Earthling medium looks like the best starting point
05:38<dwfreed>TrueBrain: zip file is the same result
05:38<@Alberth>roll a die for amount / 2 ?
05:38<TrueBrain>cool; so we have working MacOSX binaries :D
05:38<TrueBrain>means I only have deb-based systems left to figure out
05:38<TrueBrain>and add checksums :D
05:38<dwfreed>TrueBrain: and neither link against any homebrew libs
05:39<TrueBrain>cool :D
05:39<andythenorth>TrueBrain: :o \o/
05:39<nielsm>conceptually I like my own binomial version the best, since it basically says "each person in this house has a 1:2 chance of making a trip"
05:39<andythenorth>well let's try that
05:39<DorpsGek_II>[OpenTTD/OpenTTD] PeterN approved pull request #7019: Fix #7017: Conditional orders enum updated without savegame version bump
05:40<andythenorth>nielsm: I think there are too many factors like newgrf, cdist etc to perfect it
05:40<andythenorth>I think we just present this as iterative
05:40<nielsm>town houses also have a cargo_production callback :)
05:40<nielsm>which if present ignores this algorithm choice entirely
05:40<andythenorth>I would like to see something that works with smaller towns
05:40<andythenorth>which are currently too hard
05:40<andythenorth>I suspect cities can be fixed in content
05:40<nielsm>small towns produce too little and large produce too much
05:41<andythenorth>e.g. the problem with cities is density
05:41<andythenorth>space for stations vs. pax produced
05:41<andythenorth>that is fixable by adjusting buildings
05:41<dwfreed>launching openttd brings back memories of rollercoaster tycoon as a kid (iirc, TTD and RCT have the same developer)
05:41<andythenorth>Chris Sawyer
05:41<dwfreed>yep, that's the one
05:42<nielsm>maybe the real solution would be to have smaller town cargo gen but stations have larger catchment area
05:42<andythenorth>nielsm: we need a bleeding edge openttd :P
05:42<nielsm>andythenorth isn't that JGRPP?
05:42<andythenorth>well JGRPP has won forums yes
05:43<andythenorth>I think something else won reddit
05:43<dwfreed>TrueBrain: next up, make an installer that can download opengfx for you
05:43<TrueBrain>dwfreed: I await your Pull Request with open arms :)
05:43<TrueBrain>seriously; you now set expectations :)
05:43<nielsm>ottd on windows can download opengfx on first boot, doesn't that work on any other platforms?
05:44<dwfreed>the mac app bombed when I opened it because there were no graphics
05:44<dwfreed>(I have never actually played openttd before, I just happened to have a mac and be around when TrueBrain asked for mac testers)
05:45<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh merged pull request #7019: Fix #7017: Conditional orders enum updated without savegame version bump
05:45<TrueBrain>oeh, Azure Pipelines YAML supports templates .. interesting ..
05:46<TrueBrain>dwfreed: and yet idling in this channel :D But it is very much appreciated :)
05:46<TrueBrain>now get addicted to OpenTTD :P
05:46<dwfreed>TrueBrain: I'm a network operator; I came here because somebody reported this channel was getting spammed
05:47<TrueBrain>ah :)
05:47<TrueBrain>did you fix it? :D
05:47<dwfreed>I have triggers that automatically kill on certain keywords
05:47<TrueBrain>are we still in +R I wonder ..
05:47<dwfreed>this channel is +s
05:47<nielsm>+s fixed it
05:47<TrueBrain>that is another way of fixing it :)
05:47<andythenorth>dwfreed: well thanks for the help :)
05:47<dwfreed>also that botnet stopped just before christmas
05:47<andythenorth>from a mac user
05:47<TrueBrain>+R was rather annoying
05:48<TrueBrain>I cannot believe they target OFTC to get people to go to freenode .. I mean ... I dont understand that :(
05:48<dwfreed>i'm curious, what's the difference between opengfx 0.5.2 and 0.5.4, and why isn't 0.5.4 the version available from the main website?
05:49<andythenorth>mostly just translations
05:49<andythenorth>and possibly nobody released it :P
05:49<TrueBrain>only on BaNaNaS most likely .. we have to CI/CD that stuff :D
05:52<TrueBrain>dwfreed: basically, I am guessing someone published 0.5.4 in the ingame content service, but didn't publish it on the website; these are currently two systems, and they tend to desync :D
05:53<dwfreed>nope, it's not in the ingame content system either
05:53<dwfreed>(also when I click select upgrades, it selects opengfx to downgrade it)
05:53<TrueBrain>so even more lazyness :D
05:54<dwfreed>I found 0.5.4 from
05:54<TrueBrain>hmm .. OSX users: md5sum, sha1sum, sha256sum .. which do you have available, and you happen to know by which brew package if not?
05:54<TrueBrain>md5sum == md5 -r I guess
05:54<dwfreed>or use openssl
05:55<TrueBrain>hmm .. shasum is installed?
05:55<dwfreed>might be in brew
05:55<andythenorth>I have one in /usr/bin
05:55<TrueBrain>shasum often cannot do md5
05:55<dwfreed>yeah, same, apparently
05:55<dwfreed>don't do md5 anyway
05:56<dwfreed>but openssl dgst can do them all
05:56<TrueBrain>yeah .. it might be time to drop md5 indeed :)
05:56<andythenorth>I don't have the others listed
05:56<andythenorth>I do have openssl obvs
05:57<TrueBrain>the output is only slightly different from coreutils
05:57<dwfreed>openssl dgst -r -md5 -hex file
05:58<dwfreed>that outputs the format coreutils expects
05:58<TrueBrain>I get a * in front of the filename
05:58<TrueBrain>no clue why
05:58<dwfreed>that's actually a flag indicator
05:58<TrueBrain>what does * mean ..
05:58<dwfreed>* and space have slightly different meanings
05:58<dwfreed>which is why coreutils md5sum outputs 2 spaces instead of 1
05:58<TrueBrain>lol .. never knew there could be flags :D
05:59<dwfreed>('*' for binary, ' ' for text or where binary is insignificant)
05:59<dwfreed>openssl errs on the side of not deciding if binary mode is insignificant
06:01<TrueBrain>tnx :)
06:01<TrueBrain>the wonders of tools :D
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06:04<andythenorth>eh so I'm not seeing this on the binaries
06:04<andythenorth>but I don't know how to cause macOS to retrigger the warning
06:04<andythenorth>I don't think it shows it every time
06:05<TrueBrain>andythenorth: we are only going to produce 64bit binaries
06:06<TrueBrain>so that should be fixed when we make binaries again
06:06<andythenorth>it is fixed
06:06<andythenorth>the binary you made today is 64bit
06:06<TrueBrain>so when that is officially done
06:06<TrueBrain>that ticket can be closed :)
06:16<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6978: Current (1.8.0) macOS binaries out-of-date (deprecation warning because of 32bit on start)
06:23<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on issue #6978: Current (1.8.0) macOS binaries out-of-date (deprecation warning because of 32bit on start)
06:23<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain closed issue #6978: Current (1.8.0) macOS binaries out-of-date (deprecation warning because of 32bit on start)
06:24<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on issue #6916: Re-implement building binaries via compile farm
06:24<TrueBrain>sorry andythenorth, after reading it again, I was like: keeping this ticket alive is silly :D
06:25<andythenorth>less future admin
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06:26<TrueBrain>I split up the pipeline in many small pieces .. starting a job now takes a lot longer :P
06:26<TrueBrain>guess it is fetching all the pieces
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06:44-!-mode/#openttd [+v Alberth] by ChanServ
06:44-!-mode/#openttd [+v peter1138] by ChanServ
06:44-!-mode/#openttd [+v planetmaker] by ChanServ
06:44<TrueBrain>wb ChanServ
06:49<dwfreed>fixed a bug and improved some things :)
06:50<TrueBrain>\o/ :D
06:50<TrueBrain>okay, Azure Pipelines templates made the pipeline a lot more readable :D
06:53<andythenorth>can it fix my sprite generator too?
06:53<andythenorth>it's all pipelines
06:55<TrueBrain>I AM SURE OF IT
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07:31<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain opened pull request #7020: Add: [AzurePipeline] introducing a release pipeline
07:33<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7020: Add: [AzurePipeline] introducing a release pipeline
07:33<TrueBrain>still no clue why the deb-builds fail :(
07:34<dwfreed>TrueBrain: link to failing build log?
07:35<TrueBrain> <- and linux-debian-..-amd64 (or ubuntu)
07:35<TrueBrain>something about lzo2 and fPIC
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07:37<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7020: Add: [AzurePipeline] introducing a release pipeline
07:37<dwfreed>TrueBrain: that build succeeded, just the artifact publishing failed
07:38<TrueBrain>then you are checking the wrong build result :D
07:38<TrueBrain>sorry, I dont have a more up-to-date failure, as .. I stopped looking into it, as I dont understand what is going wrong :D
07:38<TrueBrain>Linux linux-ubuntu-xenial-amd64-gcc
07:38<TrueBrain>click Build
07:38<TrueBrain>2019-01-05T19:32:19.5571987Z /usr/bin/ld: /usr/lib/gcc/x86_64-linux-gnu/5/../../../x86_64-linux-gnu/liblzo2.a(lzo_util.o): relocation R_X86_64_32 against `.rodata' can not be used when making a shared object; recompile with -fPIC
07:38<TrueBrain>2019-01-05T19:32:19.5574721Z /usr/lib/gcc/x86_64-linux-gnu/5/../../../x86_64-linux-gnu/liblzo2.a: error adding symbols: Bad value
07:39<dwfreed>I looked at the debian stretch one
07:39<TrueBrain>the i386 do work; only the amd64 fail :(
07:39<TrueBrain>(and the generic works too, which is based on the same distro ..)
07:39<TrueBrain>but with fakeroot, something goes wrong
07:42<dwfreed>debian stretch amd64 worked
07:42<TrueBrain>even worse
07:43<TrueBrain>as the jessie failed :D
07:43<dwfreed>but jessie and both ubuntu amd64 failed
07:43<TrueBrain>I AM SO CONFUSED :D
07:43<TrueBrain>at least my PR works
07:45<dwfreed>TrueBrain: I'm not sure the build deps are right? it's linking against the static lzo2 library
07:45<dwfreed>2019-01-05T19:32:52.2395651Z /usr/bin/ld: /usr/lib/gcc/x86_64-linux-gnu/7/../../../x86_64-linux-gnu/liblzo2.a(lzo_util.o): relocation R_X86_64_32 against `.rodata' can not be used when making a PIE object; recompile with -fPIC
07:45<dwfreed>note that says "liblzo2.a"
07:45<TrueBrain>yeah; that should be fine not?
07:46<TrueBrain>I believe the deb files also create a static-ish OpenTTD
07:46<dwfreed>they shouldn't be
07:46<TrueBrain>not sure .. I never wrote the debian files, nor maintained them :P
07:46<TrueBrain>I know .... very little about it
07:46<LordAro>i'd be surprised if deb OTTD was static
07:46<TrueBrain> <- this is running the build
07:46<TrueBrain>based on this base image:
07:47<TrueBrain>it used to work (this setup too)
07:47<LordAro> ...weird
07:47<TrueBrain>the last line can be the problem for sure
07:48<TrueBrain>both fixes .. *shrug*
07:48<dwfreed>you really shouldn't squash changes
07:48<TrueBrain>squash what changes?
07:48<dwfreed>it makes it really hard to figure out the reason for a change
07:48<LordAro>i've never known anything else be an issue like that
07:49<TrueBrain>LordAro: these things come from systems written 15 years ago .. :P
07:49<LordAro>well, i imagine that issue has long been fixed :p
07:49<LordAro>probably the case for the icu files as well, tbh
07:49<TrueBrain>as this was never open source, nobody ever did anything with it :P
07:49<LordAro>dwfreed: i don't think it was ever separate commits
07:49<TrueBrain>dwfreed: what you see in that repository, is about the smallest pieces of commits wehave
07:50<TrueBrain>I also really need someone to look at the generic-linux variant
07:51<TrueBrain>it is now based on debian stretch, and only ICU is static
07:51<TrueBrain>I cannot imagine that the result is useful for a large group
07:51<TrueBrain>so I seriously wonder if we should build it .. and if so, if this is the best base for it
07:51<LordAro>it's worth pointing out that if "generic linux" is built with debian stretch, it won't work for anything older, due to glibc version fun
07:51<dwfreed>most likely, anyway
07:52<TrueBrain>so how useful is it
07:52<dwfreed>which means centos is out entirely
07:52<dwfreed>running it on fedora could be hit or miss
07:52<milek7>glibc version hacks:
07:52<LordAro>dwfreed: we have to build our stuff at work with centos5, for... reasons...
07:52<LordAro>milek7: hey i recognise that :p
07:53<TrueBrain>I would love to have a docker that generates a more ... suitable generic linux binary
07:54<dwfreed>LordAro: *stab*
07:54<TrueBrain>so if any of you would like to look into it, would be awesome :D
07:54<TrueBrain>I am now testing a build without those "OpenTTD fix-up" lines
07:54<TrueBrain>see if that works
07:55<TrueBrain>takes a bit of time :D (lol .. ~2 hours)
07:55<dwfreed>link to build?
07:56<TrueBrain>locally, so no
07:56<TrueBrain>currently I do not have a way to publish these images without immediately pushing them to production :P
07:58<TrueBrain>on docker hub? :D
07:58<TrueBrain>owh, I wish it was that easy :P
07:58<dwfreed>and abusing parameters
07:59<TrueBrain>but by all means, feel free to contribute :)
08:02<TrueBrain>(this one-man-show would love to be less of a one-man-show)
08:19<Eddi|zuHause>said the person who was yesterday like "WAAAH, TOO MANY CONTRIBUTIONS!"
08:20<TrueBrain>Eddi|zuHause: that was funny yesterday, in context, with the sarcasme; not sure it floats now as well as it did yesterday ;)
08:20<Eddi|zuHause>PS: i don't see how i could contribute to "debian build is failing for obscure reasons"
08:21<TrueBrain>good thing there are more people here than just us two :D
08:21<Eddi|zuHause>yeah, this project would be fucked :p
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08:52<TrueBrain>okay, found why the symlinks were needed: /usr/bin/ld: cannot find -lsiculx
08:53<TrueBrain>and 3 more of those
08:53<dwfreed>fix that to not use the s
08:53<LordAro>^ would be the better solution
08:54<TrueBrain>I am guessing that is what pkgconfig reports
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08:54<TrueBrain>yeah, we compile with --static-icu
08:55<TrueBrain>that is why it wants to find siculx
08:55<TrueBrain>which .. isnt there
08:55<TrueBrain>but it works if you just us iculx
08:55<LordAro>tbf, there is a `.. | sed s/-licu/-lsicu/g` in config.lib
08:55<LordAro>wanna bet those files haven't existed for years?
08:56<TrueBrain>so remove those lines in config.lib?
08:57<LordAro>line 1790ish
08:57<TrueBrain>lets see if that helps
09:00<TrueBrain>okay, compiles without it
09:00<TrueBrain>and that leaves a dynamic link to icu
09:00<TrueBrain>so .. that is not really helping :D
09:01<TrueBrain>guess that is why the sicu is done
09:01<TrueBrain>as of those, there are no .so
09:01<TrueBrain>basically, the same issue as OSX :)
09:01<LordAro>hrm, ok
09:01<TrueBrain>I will leave the symlink in for now
09:01<TrueBrain>ah, same reason that liblzo2 was done, I am guessing
09:01<TrueBrain>to make it static, instead of dynamic
09:02<TrueBrain>for generic builds, that is a good question
09:02<TrueBrain>right ... I think I just don't publish generic linux binaries for now
09:02<TrueBrain>we need someone to figure out how to do that correctly and properly
09:02<TrueBrain>sounds good?
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09:09<Eddi|zuHause><TrueBrain> andythenorth: also the comment: I did not test this, in the PR, didnt help :D <-- i don't think i would have come up with testing savegame compatibility, even if i did test it. plus the original ticket already had a "i tested it" comment
09:10<TrueBrain>Eddi|zuHause: I agree, I doubt I would even noticed this issue
09:10<TrueBrain>I am a bit annoyed regression did not pick this up, but I couldnt think up a way it would
09:11<Eddi|zuHause>regression savegame would have to be bumped to current version with each savegame bump
09:14<Eddi|zuHause>but also, the regression savegame needs to have an order list
09:15<Eddi|zuHause>so we need to come up with a savegame that contains one of each object
09:15<nielsm> <- should I be anal about commit messages here?
09:15<Eddi|zuHause>so how do we judge which parts are covered by the savegame?
09:16<nielsm>the first one "road vehicles" surely can't be tiles, "road stations" can
09:16<nielsm>and the last one I think should be "Docs: Fix spelling in comments"
09:17<Eddi|zuHause>can you fix them yourself without the author's involvement?
09:17<TrueBrain>I would request those changes; he is making more PRs, so having good commit messages surely helps in the future too
09:17<TrueBrain>LordAro: turns out, liblzo2 isn't detected via pkg-config; that is why things are so weird there
09:21<Eddi|zuHause>maybe we should just put a bunch of random real world savegames into the regression test?
09:21<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh requested changes for pull request #7009: Improve pathfinder behaviour for finding road depots (fix #7001; see #6410, #6928, #6929)
09:21<Eddi|zuHause>by people who have different playstyles, to push up the coverage
09:22<nielsm>Eddi|zuHause, and then have a GS or AI script check that various things are as expected after load?
09:22<LordAro>TrueBrain: isn't, or wasn't? :p
09:22<TrueBrain>there is no pkg-config for lzo2 :P
09:22<LordAro>there is for me...
09:23<TrueBrain>not on Debian
09:23<Eddi|zuHause>nielsm: yeah, something like that. output as many random stats as you can, and compare with previous run
09:24<TrueBrain>LordAro: and config.lib doesn't use it
09:24<LordAro>TrueBrain: so it doesn't, how odd. mingw & arch have one
09:24<TrueBrain>Linux ... pfft
09:24<LordAro>TrueBrain: yeah, i remember there being a special case for it
09:25<TrueBrain>I am trying now to make a full static linux build
09:25<TrueBrain>just EVERYTHING in it
09:25<TrueBrain>see what that does :P
09:26<TrueBrain>fails to link .. ofc it does ..
09:27<TrueBrain>I would like to say I am surprised .. I am not :D
09:27<TrueBrain>this really is just a mess
09:27<LordAro>did i hear someone say cmake?
09:27<TrueBrain>yeah ..
09:27<TrueBrain>so no generic linux binaries for the time being
09:27<TrueBrain>fuck this
09:28<LordAro>can you not just build with an older distro?
09:28<TrueBrain>LordAro: no clue; also really tired of trying to figure this out
09:28<TrueBrain>please, feel free to pick it up :)
09:28<dwfreed>LordAro: the issue is 1) you still need to make the build static; or 2) you have to deal with SONAME changes
09:29<TrueBrain>owh, right, I am missing Source and Docs tarballs for releases
09:29<TrueBrain>forgot about those
09:30<LordAro>dwfreed: true
09:30<dwfreed>something something meson
09:30<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7020: Add: [AzurePipeline] introducing a release pipeline
09:30<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain closed pull request #7020: Add: [AzurePipeline] introducing a release pipeline
09:30<LordAro>dwfreed: you're welcome to try :p
09:31<DorpsGek_II>[OpenTTD/OpenTTD] msikma commented on pull request #6986: Allow the center tile to always get a house when playing with 3x3/Better
09:32<TrueBrain>how ... did we do docs tarballs
09:40<DorpsGek_II>[OpenTTD/OpenTTD] J0anJosep updated pull request #7009: Improve pathfinder behaviour for finding road depots (fix #7001; see #6410, #6928, #6929)
09:40<DorpsGek_II>[OpenTTD/OpenTTD] J0anJosep dismissed a review for pull request #7009: Improve pathfinder behaviour for finding road depots (fix #7001; see #6410, #6928, #6929)
09:41<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #7009: Improve pathfinder behaviour for finding road depots (fix #7001; see #6410, #6928, #6929)
09:45<TrueBrain>hmm .. how do I move all the files in another folder, including hidden files?
09:45<TrueBrain>mv * new_folder/
09:45<TrueBrain>of course does't work for hidden files
09:46<nielsm>'find' non recursive?
09:47<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #6981: Ubuntu 16.04, compile warning for squirrel.cpp
09:47<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh closed issue #6981: Ubuntu 16.04, compile warning for squirrel.cpp
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09:51<TrueBrain>nielsm: that could work
09:51<TrueBrain>find . -maxdepth 1 -not name . -not -name openttd-$(Build.BuildNumber) -exec mv {} openttd-$(Build.BuildNumber)/ \;
09:52<LordAro>mv ./* ./.* new_folder
09:53<LordAro>oh wait, that tries to move ..
09:53<LordAro>much better.
09:54<Samu>This means you need to rebase before this Pull Request will pass its checks.
09:54<Samu>i'm getting this in several of my prs
09:54<TrueBrain>LordAro: not really, but yes :P I like the find more in that case :D
09:54<Samu>how do i rebase if i have nothing to change?
09:55<LordAro>Samu: same as normal, except don't make any changes :p
09:55<Eddi|zuHause><TrueBrain> hmm .. how do I move all the files in another folder, including hidden files? <-- wouldn't it be easier to go up one folder and rename the existing one?
09:55<LordAro>(assuming interactive rebase, leave all the commits as 'pick')
09:55<LordAro>(though you can just leave out the interactive -i flag anyway)
09:56<Samu>git rebase
09:56<Samu>just that?
09:56<TrueBrain>Eddi|zuHause: I dont know that name of tha tfolder. I tried that first, becomes a lot of lines too :D
09:56<Samu>no, git rebase origin/master'
09:56<Samu>meh i forgot
09:56<LordAro>Samu: that's the one
09:57<Samu>oki, gonna try
09:57<LordAro>Samu: remember to fetch first
09:57<LordAro>so that master is up to date
09:58<Samu>fetch? uhm, what
09:58<LordAro>just run `git fetch origin`
09:58<LordAro>it updates your copies of the remote branches
09:59<Samu>oh, i think github desktop does that when i switch branches automatically
09:59<Samu>not sure if it's the same
09:59<TrueBrain>yippie, source tarball works :) Now I need to add another docker to create the doxygen stuff .. but that is for another day :P
10:00<LordAro>Samu: quite possibly
10:01<Samu>Patric Stout has recently spammed my email :)
10:01<Eddi|zuHause>TrueBrain: does "ls -A" help?
10:02<Eddi|zuHause>it's like "ls -a", except it skips . and ..
10:05<Eddi|zuHause>something like "ls -A | awk BEGIN { system('md newfolder') } { system('mv $1 newfolder') }
10:05<Eddi|zuHause>modulo awk syntax
10:05<TrueBrain>I like my find better :P
10:06<TrueBrain>but tnx :D Glad I am not the only one who finds this non-trivial :P
10:06<Eddi|zuHause>these kinds of tasks are rare enough for me to just open a filebrowser and do this with the mouse...
10:06<LordAro>mv `pwd` `pwd/../new_folder
10:07<LordAro>except with the missing backtick
10:07<TrueBrain>Eddi|zuHause: hard to script in a pipeline :D
10:07<TrueBrain>LordAro: you cannot move your current folder :)
10:07<TrueBrain>you lock yourself :P
10:07<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh opened issue #7021: Version names truncated after move to git
10:07<LordAro>F=`pwd` cd ..; mv ...; cd new_folder
10:08<TrueBrain>nielsm: related to ?
10:08<LordAro>nielsm: wasn't there already an issue for that?
10:08<Eddi|zuHause>TrueBrain: the "beauty" of my awk is that you can create the folder after you made the list of all files, so you don't have to make stretches to exclude that again
10:09<Eddi|zuHause>though i suppose there might be a way to do that in find too
10:09<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #5326: NETWORK_REVISION_LENGTH causing "String too long for destination buffer" git branch with length > 8
10:09<DorpsGek_II>[OpenTTD/OpenTTD] LordAro closed issue #5326: NETWORK_REVISION_LENGTH causing "String too long for destination buffer" git branch with length > 8
10:09<LordAro>technically the wrong way round, but technical details were better
10:12<Eddi|zuHause>why not cut out a bit in the middle to fit the existing size?
10:13<Eddi|zuHause>or even at the beginning
10:13<Eddi|zuHause>the hash bit in the end should be the most different usually
10:16<Eddi|zuHause>is that string displayed anywhere?
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10:20<nielsm>TrueBrain, oh, there was... I just couldn't find it again
10:21<Samu>I don't understand this comment
10:21<Samu>how would I detect wether a ship would be using such tiles? impossible
10:22<Samu>unless i run the pathfinder for every ship and see if they run into them? that's madness
10:23<nielsm>yeah that's not reasonable
10:24<nielsm>otherwise you'd need to store per water tile when it was last visited by a ship
10:24<nielsm>and e.g. prevent clearing it if it was sailed on recently
10:25<Samu>so it's possible?
10:25<TrueBrain>wow, Doxygen gives tons of warnings :D
10:25<Samu>well there's a solution i didn't think of
10:26<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on issue #7021: Version names truncated after move to git
10:27<Samu>Quote Reply crashes my browser, plz fix
10:28<Samu>can't reply to him
10:28<Eddi|zuHause>or how about we make a "long" version string (displayed in the main menu, logfiles and whatnot) and a "short" version string (for network purposes)?
10:29<Eddi|zuHause>where the "short" string is guaranteed to fit into the buffer
10:29<Eddi|zuHause>by the build system
10:30<Eddi|zuHause>"short" meaning strip the unimportant bits like "openttd" and "branchname", and just "1.9.0-alpha5" or "gXYZABC"
10:30<TrueBrain>not a bad idea; 15 chars is too short to have a decent hash where collision is unlikely
10:31<TrueBrain>but if you extend to 32 chars
10:31<TrueBrain>you should be fine
10:31<TrueBrain>I like your idea to just hash what-ever the version is
10:31<TrueBrain>means it won't ever matter again
10:31<TrueBrain>debugging is a bit harder, but meh
10:31<Eddi|zuHause>the hash is fine, if it's not used for display purposes
10:31<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7021: Version names truncated after move to git
10:32<TrueBrain>in conflict, it is a bit difficult to show why it is a conflict
10:32<TrueBrain>anyway, the UDP packet is also used for server listing
10:32<nielsm>or backport the JGRPP thing where multiplayer games can have more newgrfs?
10:33<nielsm>I'm not sure what exactly it does
10:33<Eddi|zuHause>probably send out multiple packages?
10:33<TrueBrain>the whole MS protocol needs rework btw, so that cn be part of it
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10:42<Samu>i can't Quote Reply
10:42<TrueBrain>there are 12 jobs in front of you in the queue .. lolz ..
10:44<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #6998: Feature #4115: default company colour setting
10:45<Samu>question, can you Quote Reply on odisseus reply?
10:45<Samu>it crashes me browser
10:46<nielsm>yes, works fine for me
10:46<Samu>damn Edge
10:46<nielsm>I'd suggest just using @odisseus in the reply to highlight him
10:46<LordAro>just... reply?
10:47<andythenorth>oof are we still doing 'my first security' in forums? :P
10:47<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh closed issue #7001: YAPF can't find road depot, but NPF can
10:47<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh merged pull request #7009: Improve pathfinder behaviour for finding road depots (fix #7001; see #6410, #6928, #6929)
10:47<Eddi|zuHause>andythenorth: ?
10:48<andythenorth>that thread Eddi|zuHause
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10:49<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #6998: Feature #4115: default company colour setting
10:50<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #6931: Change: Prevent town growth from blocking ships
10:50<DorpsGek_II>[OpenTTD/OpenTTD] glx22 opened pull request #7022: Add: generate_widget.vbs to allow script_window.hpp enums generation …
10:51<Samu>the <names> were cut off
10:52<Samu>for some reason
10:52<Samu>i copied irc chat
10:52<Samu>i'm starting to hate
10:52<nielsm>I edited your comment to kinda fix that then ;)
10:59<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #6998: Feature #4115: default company colour setting
11:00<Borg>guys.. is there a way that user can execute GS script?
11:00<Borg>or request execution.. or set some flag?
11:01<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #6931: Change: Prevent town growth from blocking ships
11:01<nielsm>as far as I know, game scripts have to be there from the beginning of the game, and they only run on the server
11:01<Borg>yeah, they run on the server..
11:01<andythenorth>well it also runs locally in SP, to be strict
11:01<Borg>but I thinking if.. GS can get some data from company.. that is user selectable
11:02<Borg>like.. some flags.... variable..
11:02<andythenorth>there is GS communication via signs
11:02<andythenorth>Zuu did it
11:02<Borg>hmm right..
11:02<Borg>can I communicate by chat?
11:03<andythenorth>with GS?
11:03<andythenorth>chatbot GS interface? o_O
11:04<Borg>no.. I have some weird ideas.. for fun..
11:04<Borg>like... devident payments... via GS
11:05<Samu>it benefits AIs :(
11:05<Samu>and those long server games
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11:06<Samu>where ppl build their stuff then leave for 10 hours
11:06<andythenorth>let's play
11:06<andythenorth>the game is 'save this outdated patch from the bonfire'
11:07<andythenorth>what is this even for?
11:07<nielsm>if a train takes 2 hours to go from A to B and back
11:07<nielsm>and is declared to be more than 2 hours late
11:07<nielsm>then it may just as well have been said to have skipped a cycle
11:08<nielsm>so you can subtract 2 hours from the lateness
11:08<Samu>what if I make it into a game setting?
11:10<Samu>lost ships (blocked by town growth) are also heavy on cpu
11:10<Samu>i think it's a benefit
11:11<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #5981: Unify appearance and position of location buttons (wanted contributions-list)
11:11<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #5981: Unify appearance and position of location buttons (wanted contributions-list)
11:12<andythenorth>the better check would be the width of uninterrupted water
11:13<andythenorth>in some kind of shaped search
11:13<andythenorth>but that's faff
11:14<andythenorth>that's what FIRS does, to prevent blocking ship routes with industries
11:15<nielsm>checking for one or more entirely water tiles next by might be enough
11:15<Samu>faff? must check
11:16<Samu>new english word never heard before :p
11:16<Samu>where is that code in firs, might copy paste from it
11:17<dwfreed>"An overcomplicated task, especially one perceived as a waste of time."
11:17<andythenorth>it uses the FF water tile
11:17<andythenorth>you can't reuse it
11:17<andythenorth>you'll have to do a directional tile search
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11:22<Samu> where
11:23<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #6931: Change: Prevent town growth from blocking ships
11:24<andythenorth>is tile 0xFF
11:24<andythenorth>but that's not available to towns afaik
11:24<andythenorth>it's a completely different concept
11:25<nielsm>yeah it's a special rule in the industry build routine
11:25<Samu>all of them
11:25<andythenorth>just 4
11:25<andythenorth>and 5
11:25<andythenorth>4 will block
11:25<andythenorth>5 might block a ship in the corner
11:25<andythenorth>the rest should be permitted
11:26<nielsm>I want cities to build on 1, 2, 3, and 6, because anything else looks like wasted space
11:26<Samu>ok, so i need to check if the tile breaks the connection from the tile entry to the tile exit
11:26<DorpsGek_II>[OpenTTD/OpenTTD] glx22 opened pull request #7023: Use some consistency for project dependencies determination
11:27<Samu>but there are certain fat buildings
11:27<Samu>that actually use all
11:27<Samu>the water
11:27<Samu>i think marketplace
11:27<Samu>is one of them
11:29<Samu>unless that was fixed recently, not sure
11:29<nielsm>but I agree with andythenorth, it's too much work and too much complexity to protect players from their own stupidity
11:29<nielsm>players and AI alike
11:29<andythenorth>to make this worthwhile
11:29<andythenorth>you also have to
11:29<andythenorth>- prevent industries building on half slopes (including newgrf)
11:29<andythenorth>- prevent players doing it
11:30<andythenorth>- prevent players terraforming to the same effect
11:30<nielsm>you can't prevent players from sabotaging others' ships this way anyway
11:30<andythenorth>- prevent AIs building
11:30<andythenorth>- prevent AIs terraforming
11:30<andythenorth>it's literally boiling the ocean
11:31<Samu>i kinda did that already
11:31<Samu>in another patch
11:32<andythenorth>need to prevent anything build on coasts
11:32<andythenorth>e.g. FIRS industries etc
11:32<andythenorth>need to prevent bridges over diagonal channels
11:32<Samu>sec, let me find
11:32<andythenorth>need to prevent canals on water
11:32<andythenorth>need to prevent water objects
11:32<andythenorth>need to prevent terraforming
11:33<andythenorth>I'm not being mean, I just can't see this succeeding
11:33<Samu>it's not exactly the same, but tries to prevent imminent ship getting stuck when building
11:33<andythenorth>anyway, I've said all I can say on it
11:33<Samu>like all that u said
11:34<milek7>hm, maybe i could pr my old patch for raising companies limit to 240?
11:34<milek7>though maybe it is better to just extend tile size, instead of weird bitpacking used in patch
11:35<Wolf01>andythenorth: pause a bit and help me, I need to make 2 stage reduction gearbox for a turntable, I was thinking about 2 epicyclic gearboxes but I don't understand how to connect it :P
11:35<Samu>and by stuck, I mean deadlocked, sandwiched between two industries with no way to send it anywhere else
11:35<Samu>or 2 other things, not just industries
11:36<andythenorth>Wolf01: epicyclics - what are you using for the ring gear?
11:36<andythenorth>I'd probably just google tbh :)
11:36<andythenorth>mechanisms aren't my strength
11:36<Wolf01>Old style turntables, the ones with the teeth inside
11:37<andythenorth>I'd be inclined to go big :P
11:37<Wolf01>I need to put that ON the arm, not at the base :P
11:38<andythenorth>go big
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11:48<Samu>brb, checking which buildings build on the entire water
11:49<andythenorth>none should do that
11:49<andythenorth>it should be invalid
11:50<Samu>i wondered if that was a bug
11:50<Samu>and if it was fixed meanwhile
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11:58<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7023: Use some consistency for project dependencies determination
12:07<Samu>I don't see it happening, well, I must have seen it wrong maybe
12:08<DorpsGek_II>[OpenTTD/OpenTTD] pi1985 opened pull request #7024: Rail fences in snow or desert
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12:21<Samu>well I'm gonna assume I either saw it wrong or it was fixed
12:21<Eddi|zuHause>that diff is a bit large for such a simple feature?
12:21<Samu>that means, it eases what i'm doing
12:22<LordAro>an frosch123
12:23<Samu>still i'm gonna use an assert
12:23<Samu>just for confirmation
12:24<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7024: Rail fences in snow or desert
12:25<LordAro>Eddi|zuHause: pretty sure it doesn't require a savegame bump either
12:25<Eddi|zuHause>i'll leave complaining about the commit message for a later stage
12:26<LordAro>maybe they'll work it out from the CI failure
12:26<LordAro>you never know
12:26<Eddi|zuHause>i don't understand what the CI failure is about
12:27<nielsm>I disagree with that change on the principle that it must be intentional fences are not placed in desert/snow, and it's been like that since the original game
12:27<LordAro>also that
12:27<Eddi|zuHause>i would have suggested a setting
12:28<Eddi|zuHause>but i wouldn't know where to put that, in the already cluttered and inconsistent gui
12:29<nielsm>could go all the way and make railway fences a newgrf feature, with the newgrf controlling where they can appear
12:30<LordAro>i have no issues with leaving it as part of the game
12:30<Eddi|zuHause>nielsm: at the very least, it's probably not useful to have the fences constantly appear and disappear with varying snowline
12:39<nielsm>TrueBrain: the commit checker failure here has really bad diagnostics:
12:40<nielsm>as in, all the docker progress reporting is included as part of the error text
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13:05<Samu>Merge remote-tracking branch 'upstream/master' into prevent-town-grow…
13:05<Samu>is this something I should have done?
13:05<+glx>probably never triggered during testing nielsm
13:05<Samu>what happens if I push now?
13:05<Samu>I've got 109 changes ahead or whatever
13:06<nielsm>if you push you'll have a merge commit
13:06<+glx>I think you should have use rebase
13:06<nielsm>whether that's acceptable depends on whether the PR is intended to be squashed or rebased onto master
13:06<Samu>not sure what to do, so let's push to see what happens
13:07<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #6931: Change: Prevent town growth from blocking ships
13:07<+glx>but merge commits in a PR just add useless stuff for review I think
13:09<+glx>at least it's a clean merge :)
13:12<+glx>you can do "git rebase -i HEAD^" to drop the empty merge commit
13:12<Samu>ok let me try
13:13<+glx>it will open an editor with something like "pick ... Merge remote..." on first line
13:14<+glx>replace pick with drop, save, close editor and follow the instruction on command line
13:14<Samu>uhm, no i dont have that
13:14<TrueBrain>nielsm: I welcome any PR to fix that :)
13:14<+glx>it's command line stuff
13:15<Samu>got a whole lot of changes, maybe the 109 changes?
13:15<Samu>didn't count
13:16<Samu>the newest change is at the bottom
13:17<Samu>pick effb7da5b Doc: Fix spelling in comments.
13:17<+glx>but HEAD^ should show only the top commit
13:17<Samu>yeah, i'm not sure what i've done
13:17<nielsm>when you have a merge commit HEAD^ is ambigious, since HEAD has two parents
13:18<TrueBrain>always rebase against upstream/master
13:18<TrueBrain>if you follow that rule, you will be fine in 99.99% of the cases :)
13:18<TrueBrain>(just don't forget to fetch it once in a while :D)
13:19<nielsm>I'd say move the branch pointer locally to the previous end of branch commit, then checkout the branch again
13:21<Samu># Rebase 2d58ff2ac..6d44581b7 onto 2d58ff2ac (108 commands)
13:21<Samu>explain me what to do step by step :p im noob in command line stuff
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13:23<nielsm>delete everything in the file, save, exit the editor, and do something different :)
13:23<nielsm>that rebase you've started is not going to get any useful result
13:24<DorpsGek_II>[OpenTTD/OpenTTD] pi1985 commented on pull request #7024: Rail fences in snow or desert
13:25<Gabda_>I think if you checkout your commit, make a new branch, and rebase that to the master, you will be OK
13:26<Gabda_>in this case you will rebase that one commit you made
13:27<andythenorth>are rail fences not solved in newgrf?
13:28<andythenorth>seems not
13:29<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #7024: Rail fences in snow or desert
13:29<andythenorth>lo peter1138
13:31<@peter1138>Hmm, need to make a Lego display cabinet. I'm thinking of using that sticky tape stuff.
13:33<andythenorth>duck tape? o_O
13:36<@peter1138>Nah the stuff with Lego studs.
14:08<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #6931: Change: Prevent town growth from blocking ships
14:11<frosch123>andythenorth: <- more context
14:12<frosch123>oh, you found it yourself :)
14:12<andythenorth>I read all issues yesterday :)
14:13<andythenorth>I PR-ed yours :P
14:13<andythenorth>can you review yourself? o_O
14:13<frosch123>yes, i got like 300 mails
14:13<andythenorth>I got 300 highlights here :(
14:14<frosch123>andythenorth: if i were convinced of my patch, i would have committed it back then :)
14:14<TrueBrain>right, this means LordAro no longer has any excuse, right?
14:14*andythenorth wonders how many of the patches solve things worth solving
14:15<andythenorth>rhetorical question
14:16<TrueBrain>boo, LordAro has no auto-invite on his IRC
14:17<TrueBrain>and I guess gratz LordAro and blablabla
14:18<LordAro>nothing for me to merge :(
14:19<TrueBrain>that is fully in your own control to fix :D
14:19<nielsm>LordAro this one :)
14:19<Xaroth>o7 LordAro
14:20<andythenorth>once we publish nightlies, we can let code quality slip, right?
14:21<andythenorth>because the players test it?
14:21<TrueBrain>so nothing changes, right?
14:21<andythenorth>says TrueBrain
14:21<andythenorth>must be true
14:21<TrueBrain>haters gotta hate hate hate hate
14:21<Samu>thx Gabda
14:21<andythenorth>how much longer can I hide from Horse?
14:21<andythenorth>this sprite generator :(
14:22<DorpsGek_II>[OpenTTD/OpenTTD] frosch123 commented on pull request #6990: Fix: Correct display of industry requires/produces in Build Industry window
14:23<frosch123>oh, the issue is the cargo suffix, right?
14:26<nielsm>and that the cargos sort-of have a specific order for industries
14:26<nielsm>while for CARGO_LIST they are in "system order"
14:26<nielsm>I guess that's what FOR_ALL_SORTED_CARGOSPECS means yes
14:27<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #6990: Fix: Correct display of industry requires/produces in Build Industry window
14:33<TrueBrain>so, source bundle, docs bundle, windows bundles, macos bundles .. guess I just need to test out if anightly is produced correctly
14:34<andythenorth>then cookies
14:34<LordAro>TrueBrain: did you get exes working?
14:35<TrueBrain>but only for stable releases
14:36<TrueBrain>so not for nightlies
14:36<TrueBrain>nightlies were called: openttd-trunk-r12345
14:36<TrueBrain>that is silly now
14:36<TrueBrain>is it okay to just name them: openttd-g123134 ?
14:36<TrueBrain>or do we want openttd-master-g1231231
14:36<TrueBrain>(with the ingame version being either just 'g1231451' or 'master-g123131'?
14:36<TrueBrain>or .. 'nightly'?
14:37<LordAro>"openttd" seems redundant
14:37<@Alberth>it's always master, wouldn't it?
14:37<LordAro>oh, filenames, rather than versions?
14:38<TrueBrain>the main prefix is always openttd- :D
14:38<nielsm>for nightlies use date instead of git revision
14:38<@Alberth>or it would be a special version, like cargo-dist ?
14:38<nielsm>so you have a sortable number in the filename
14:38<TrueBrain>special versions are currently opetntd-custom-<date>-<branch>-<gitversion>
14:38<TrueBrain>nielsm: with or without a nightly/master prefix?
14:38<LordAro>for nightlies, i'd say openttd-nightly-YYYYMMDD
14:39<nielsm>to LordAro
14:39<TrueBrain>and ingame ngihtly-YYYYMMDD ?
14:39<nielsm>is how it displays for me right now
14:39<nielsm>which is fine imo
14:39<LordAro>hide git hashes from the end user as much as possible
14:39<TrueBrain>nielsm: not really clear it is a nightly :)
14:40<LordAro>"nightly" should probably be a special case, so that patchpacks/forks can easily override
14:41<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 opened pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns
14:41<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #6990: Fix: Correct display of industry requires/produces in Build Industry window
14:41<TrueBrain>I am also fine with how it is now ingame
14:41<frosch123>LordAro: TrueBrain: i think the filename should be similar to what ottd shows ingame
14:41<TrueBrain>like what nielsm showed
14:41<frosch123>so no "nightly" imo
14:41<TrueBrain>frosch123: that still leaves the option to show nightly- ingame :D
14:42<frosch123>i would not know how to detect that
14:42<TrueBrain>our filename has always been, not saying we should keep that: openttd-<type>-<find-version-result>
14:42<frosch123>currently it shows the branch, but skips "master"
14:42<TrueBrain>where type is 'custom' for anything weird
14:42<TrueBrain>or 'trunk' for nightlies
14:42<Gabda_>it is really hard to find a place for a new button
14:42<nielsm>well, what if someone makes a branch for time-of-day and calls it "nightly" ? :D
14:43<TrueBrain>guess it also depends how we want to deal with patchpacks etc
14:43<TrueBrain>I think it is more clear if ingame it reads: nightly-20190106
14:43<TrueBrain>frosch123: btw, detection is not super important; I can overwrite anything
14:43<TrueBrain>(during building of the nightlies)
14:44<TrueBrain>findversion doesnt have to do it. findversion has to work when you checkout the source yourself :P
14:44<LordAro>i think ingame nightly-YYYYMMDD works
14:44<milek7>it will be confusing with multiple builds per day
14:44<TrueBrain>there is only 1 nightly
14:44<TrueBrain>and exactly one
14:44<TrueBrain>never 2
14:44<TrueBrain>(hence, nightly :D)
14:46<nielsm>well, what if we get hit by a huge meteor and the atmosphere is filled with particles and nobody on the surface sees the sun again for several months or years, do we build nightlies during that long night?
14:46<TrueBrain>nielsm: yes
14:46<TrueBrain>but I am good with a word like 'master' too
14:46<Xaroth>nielsm: I thought Samu was the pessimist?
14:46<TrueBrain>just .. we always called it 'nightly'
14:46<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns
14:46<TrueBrain>that would mean that if you compile a branch yourself, you get: 20190106-my_branch-g12313. IF you compile master yourself, you get 20190106-g123452. If we create the nightly, you get: nightly-20190106, and if we create a release, you get 1.9.0-beta1
14:47<TrueBrain>all prefixed with 'openttd'
14:47<TrueBrain>(in filename, not version)
14:47<TrueBrain>not sure how patchpacks would fit in that, btw
14:47<LordAro>TrueBrain: sounds good to me
14:47<TrueBrain>works in that schema too
14:48<LordAro>TrueBrain: in my mind, patchpacks (assuming they want to) would use the same mechanism as nightlies, so jgrpp-20190106
14:48<TrueBrain>pr-6696-g1231312 is better, I guess
14:48<TrueBrain>LordAro: that is a good idea
14:48<Samu>no dates?
14:48<TrueBrain>hmm .. so 'nightly' .. 'core'? 'official'? 'main'? 'upstream'?
14:49<LordAro>i like nightly better
14:49<TrueBrain>we want to give room to patchpacks to grow bigger, was the idea not?
14:50<Samu>core-master-insertdate meh
14:50<Samu>or just do it svn style
14:50<LordAro>TrueBrain: hmm, maybe "core"
14:51<TrueBrain>that is much better Alberth
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14:51<frosch123>TrueBrain: whenever i joined coops nightly server, i compiled myself
14:51<frosch123>so, custom compile should match the nightly :)
14:51<TrueBrain>okay, fair enough
14:52<LordAro>that's a good point
14:52<frosch123>or there will be incompatible servers with nightly and custom
14:52<frosch123>either "master" or ""
14:52<TrueBrain>well, I guess that comes down to "network version" vs "version shown in gui" again
14:52<TrueBrain>but ... hmm ..
14:52<TrueBrain>with the current, it is difficult for a patchpack to work in the same flow
14:53<LordAro>making "network version" separate would probably lead to people hacking client/server versions a bit more readily, which isn't something we'd want to incourage
14:54<frosch123>TrueBrain: jgr uses "jgrpp" as branch
14:54<TrueBrain>so we force all forks into a branch?
14:54<TrueBrain>(its fine by me btw)
14:54<TrueBrain>just trying to get a sense on what I should do here :D
14:55<Samu>what is the max characters allowed?
14:55<frosch123>i think every "fork" that continues to sync with "master" uses a branch name
14:55<TrueBrain>so .. frosch123, to hook back to your original plan, possibly it is good if we call 'master' something like 'vanilla'?
14:55<frosch123>only if you abandon the origin you would make yourself master
14:56<LordAro>i'm not a huge fan of "vanilla"
14:56<Samu>if by master, you mean what's on github OpenTTD/OpenTTD, just say OpenTTD?
14:56<TrueBrain>or we can leave 'master' in there
14:56<TrueBrain>would make it a bit easier on my side, as then it would just be: openttd-<findversion>
14:56<TrueBrain>(also for releases)
14:57<TrueBrain>patchpacks, nightlies, etc, they all have the same form
14:57<TrueBrain>only stable releases would be different
14:57<frosch123>i definitely prefer openttd-<findversion>
14:57<frosch123>you can change findversion though :)
14:57<TrueBrain>exactly :)
14:57<TrueBrain>so I guess it would be fine by me if we just remove the special case for 'master'?
14:58<DorpsGek_II>[OpenTTD/OpenTTD] Milek7 commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns
14:58<LordAro>shame we don't get the date somewhere in it
14:58<LordAro>maybe replace master with the date?
14:58<LordAro>so openttd-YYYYMMDD-<hash>
14:58<TrueBrain>findversion now does: date-branch-hash
14:58<TrueBrain>but for master it is: date-hash
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14:59<TrueBrain>which I dislike on the CDN, as they are files without a clear origin :)
14:59<Samu>i like teh branch name in it when i'm building 500 openttd.exes
14:59<Samu>at least I know what this "openttd.exe" is about
14:59<frosch123>make it "master" then, remove the 2 lines from findversion
14:59<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns
15:00<frosch123>"vanilla" just adds more confusion
15:00<TrueBrain>I guess that is by far the easiest form :P
15:00<TrueBrain>yeah, fair
15:00<TrueBrain>so any patchpack, if they want to use our CDN, will have to do their work in a branch, which is totally sensible
15:00<nielsm>openttd is just openttd, a fork/patchpack is not quite openttd and needs a suffix or different name
15:01<TrueBrain>nielsm: you think a branch-name is not sufficient?
15:01<nielsm>you can call it "vanilla" in prose to more clearly distinguish master from a patchpack, but the format name should just be "openttd"
15:02<TrueBrain>either you havent read up, or I totally lost you :D Sorry :)
15:02<Samu>didn't you use a M suffix for stuff different than the master?
15:02<nielsm>"openttd-jgr-DATE-REVID" would be a fine name for JGRPP
15:02<TrueBrain>current suggestion: VERSION being: <date>-<branch>-<githash> (for ALL branches)
15:02<TrueBrain>filename prefix of openttd-
15:03<TrueBrain>we can change it into <branch>-<date>-<githash>, all the same to me :)
15:03<DorpsGek_II>[OpenTTD/OpenTTD] telk5093 commented on pull request #6983: Feature: Town name filtering
15:03<DorpsGek_II>[OpenTTD/OpenTTD] telk5093 closed pull request #6983: Feature: Town name filtering
15:03<nielsm>yeah I did just spend 15 minutes with face buried in a mobile game ;)
15:03<TrueBrain>:D LIKE A BOZZ
15:05<Samu>is date important?
15:06<TrueBrain>from my point of view (just as SysOp), removing the 2 special-case lines of master in, is sufficient for me
15:06<nielsm>displaying "master" as branch name is also good by me
15:06<TrueBrain>as that would make the resulting binaries traceable, and the code simple, which is all I really care about :)
15:07<nielsm>imo it's pretty clear in meaning what "the master version" is
15:07<TrueBrain>so lets go with that for now; we can change things always later if we like :P
15:07<@Alberth>likely the next compile farm :)
15:08<TrueBrain>openttd-<findversion> .. now that removes some code to detect 'custom' branches etc :D
15:09<andythenorth>in the future the CF will be AI
15:09<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns
15:09<andythenorth>so we won't need to do *anything*
15:10<nielsm>get a squirrel to crack that nut yes
15:12<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns
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15:20<TrueBrain>okay, tnx all, this should work fine now :)
15:21<TrueBrain>last thing to add, nice-to-have, is tag-compiling
15:21<TrueBrain>but that can wait a few weeks
15:21<TrueBrain>not sure how we are going to do tags with git :)
15:23<Eddi|zuHause>do we do branching on the main repo?
15:24<andythenorth>it would be odd not to
15:24<nielsm>I asume it's going to be something like, make the 1.9 branch, prepare the release in that, make the 1.9.0 tag when it's ready, build
15:24<nielsm>and if 1.9.1 becomes necessary, build more commits onto the 1.9 branch and tag 1.9.1 when that's ready
15:25<TrueBrain>so a release-branch like subversion
15:25<DorpsGek_II>[OpenTTD/OpenTTD] Milek7 commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns
15:25<TrueBrain>sounds good to me
15:25<andythenorth>seems easiest to continue as we are
15:25<andythenorth>at work we have dev branches and tag from master
15:25<LordAro>cherry-pick into the release branch much as before
15:25<andythenorth>but it's not better, just different
15:25<TrueBrain>means the only difference will be a flag in the release-pipeline (to build .exe and .deb yes/no .. as they only work on tags :D)
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15:39<+glx>btw it was already possible to fake network version
15:40<nielsm>making a build presenting as another version wouldn't be hard
15:41<nielsm>but you'd probably run into desyncs with anything that matters
15:41<+glx>it's easy, many patched server do it to allow clean release builds to connect
15:41<+glx>but usually they know their changes don't touch the game engine
15:43<+glx>and you have norev clients able to connect to any norev servers ;)
15:43<+glx>(build from source without VCS)
15:44<andythenorth>electric engines in purchase menu: pantographs up or down?
15:44<andythenorth>Eddi|zuHause: ^
15:44<+glx>down, there's no catenary ;)
15:45<Eddi|zuHause>uhm... either one is fine
15:45<andythenorth>there is in the depot
15:45<andythenorth>but not in the 'available trains' list :P
15:45<Eddi|zuHause>there are some depots which don't have catenary
15:46<andythenorth>ok down it is
15:46<andythenorth>up just looks fiddly
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16:05<nielsm>if you were selling me engines with pantograph up I'd think I was buying broken items
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16:13<andythenorth>sprite layers work in purchase list?
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16:18<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns
16:20<+glx>hmm I rapidly tried to run, seems to still work but it converts CRLF to LF and of course git detects it
16:21<+glx>but it also created some new files
16:21<+glx>maybe someone forgot to run the script some time ago
16:22<LordAro>how interesting
16:23<Samu>is it the airportmonthlycost?
16:23<Samu>or whatever
16:24<frosch123>andythenorth: yes, also on mouse cursor
16:24<LordAro>Samu: that wouldn't create new files
16:31<+glx>ok it generated squirrel exports for
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16:38<+glx>but the script has been run many times after the introduction of this file, unless all changes where made manually
16:39<+glx>so I don't know if the script is broken, or if it's because I'm on windows
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16:50<Samu>i edited manually one of the files that is said not to edit manually
16:50<Samu>actually 2 files
16:51<+glx>not related to it :)
16:51<frosch123>glx: there should be no exports for script_info
16:51<frosch123>those functions should be provided by the script, not by ottd
16:51<+glx>so the script doesn't too much on my side
16:52<frosch123>does ottd even link when those exports are generated?
16:52<+glx>not tried
16:53<+glx>compilation fails
16:53<Samu>now that think of it, I didn't include a test in the regression ai
16:53<Samu>was it required?
16:54<+glx> suggest many tests are not in regression
16:55<LordAro>tests are decidedly not complete, for sure
16:56<frosch123>hmm, squirrel_Export has special cases for script_controller und script_object
16:56<frosch123>but where is info_docs?`
16:58<frosch123>oi, contains "svn add" and properties :p
16:58<LordAro>src/3rdparty/squirrel/squirrel/sqfuncstate.cpp:88:60: warning: format '%d' expects argument of type 'int', but argument 2 has type 'SQInteger {aka long long int}' [-Wformat=]
16:59<LordAro>there's still a fair bit of svn cleanup that could be done
16:59<LordAro>all the $Id$ headers, for instance
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17:04<DorpsGek_II>[OpenTTD/OpenTTD] Milek7 commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns
17:10<Samu>who's a bit wise operator expert :p
17:10<Samu>assert(water_track == TRACK_BIT_UPPER || water_track == TRACK_BIT_LOWER || water_track == TRACK_BIT_LEFT || water_track == TRACK_BIT_RIGHT);
17:10<Samu>any means to simplify code with bit wise
17:11<LordAro>isn't that all the possible track bits?
17:11<Samu>water_track must be one of those, but not all of them
17:11<Samu>or more than one of them
17:11<LordAro>oh, i see
17:12<+glx>it allows all in this assert
17:12<LordAro>glx: i think Samu means not TRACK_BIT_UPPER & TRACK_BIT_LOWER, e.g.
17:12<Samu>i mean it can't be TRACK_BIT_UPPER | TRACK_BIT_LOWER
17:12<LordAro>er, ^
17:13<+glx>the assert says it can ;)
17:13<Samu>erm really? :(
17:13<+glx>hmm I'm stupid
17:14<+glx>indeed only one is allowed
17:14<Samu>so, no bit wise magic can be done here?
17:15<Samu>was trying to avoid repeating 'water_track =='
17:15<LordAro>not without significant magic, i suspect
17:17<Samu>I'm ensuring that fat houses, 2x2 or 2x1 don't build on tiles with more water tracks than those
17:18<LordAro> gcc looks to be able to optimise it anyway
17:18<frosch123>hmm, adding include guards to script_info_docs makes it generate the sq wrappers...
17:18<frosch123>this looks like accidentially correct :p
17:19<LordAro>Samu: is an excellent page to read through, if you want some fun
17:19<LordAro>it's also mildly terrifying
17:21<frosch123>hmm, actually, another "\n" at the end is sufficient to generate docs
17:22<+glx>ok so it's related to \r\n
17:22<frosch123>i suggest we change :)
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17:22<LordAro>also add checks to commit checker :>
17:24<milek7>it can be obfuscated a bit
17:24<milek7>__builtin_popcount(water_track) == 1
17:24<milek7>;D (sadly generated code is much worse)
17:24<frosch123>glx: <- does that work?
17:34<+glx>174 modified files, but only really modified, seems good
17:34<+glx>(stupid line endings ;) )
17:41<Samu>oops, can't use assert like that, fat house checking must fail, not assert, I'm doing this wrong
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17:58<Samu>you were right, it doesn't build houses on tiles that are fully water
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17:58<Samu>just confirmed inside the code
17:58<Samu>even for fat houses
17:59<Samu>unless it does that when upgrading from a small house to a fat house
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18:54<DorpsGek_II>[OpenTTD/OpenTTD] gregcarlin commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
18:58<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
19:06<DorpsGek_II>[OpenTTD/OpenTTD] gregcarlin updated pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
19:09<DorpsGek_II>[OpenTTD/OpenTTD] gregcarlin updated pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
19:10<DorpsGek_II>[OpenTTD/OpenTTD] gregcarlin commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
19:11<DorpsGek_II>[OpenTTD/OpenTTD] gregcarlin commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
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20:26<mboy>can anyone help me to add a patch to my game
20:32<Eddi|zuHause>@topic get 3
20:32<@DorpsGek>Eddi|zuHause: Don't ask to ask, just ask
20:33<@DorpsGek>dwfreed: The current (running) version of this Supybot is The newest version available online is
20:33<dwfreed>ooh, supybot
20:33<mboy>how do i add polyline track buidling patch
20:34<Eddi|zuHause>how far did you get?
20:34<dwfreed>fun alias for support channels: alias add to echo $1: [$*]
20:34<+glx>can you compile ?
20:34<dwfreed>then "@to foo command"
20:34<dwfreed>will direct the output of command at foo
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20:35<mboy>ive downloaded the file im not sure what to do now
20:36<Eddi|zuHause>ignore the file for now, compile the unmodified game first
20:37<mboy>ummm lol
20:37<Eddi|zuHause>(unless "that file" you downloaded is a binary, then just run that)
20:38<mboy>oh ok i did read something about the file being binary
20:39<mboy>assuming the file is not binary what steps do i need to take
20:39<Eddi|zuHause>read up on what a binary is.
20:40<HootzMcToke>Hello everyone, Ive been playing OpenTTD off and on over the years, i'm looking into making custom faces for the owners based on attendees of a lan. I've been looking for hours but can't find anything related to replacing the faces. If this is even a possibility could someone point me in the right direction, i feel silly for not being able to find a definitive answer
20:42<Eddi|zuHause>HootzMcToke: face modification is very very limited, but a basic NewGRF doing only simple sprite replacement should work
20:42<Eddi|zuHause>HootzMcToke: you might have to look up the sprite ids of the original face components on some page buried in the wiki somewhere
20:42<Eddi|zuHause>or in the code
20:43<HootzMcToke>ok cool, thanks for the info it gives me a great place to start.
20:48<Samu>who's gonna help me simplify that code? wanted to do that thing only once for the 4 TrackBits with the help of math magic
20:48<Samu>or im gonna repeat too much when i code the rest
20:49<mboy>so is the polyline track building patch a binary or will i need to compile the unmodified game
20:49<Eddi|zuHause>... yes... ?
20:51<Eddi|zuHause>frankly, you're not telling us anything, and you're not showing a lot of technical expertise. this isn't a basis to help you.
20:53<Samu>I never know when Eddi|zuHause is talking to me
20:53<Samu>was that for me?
20:55<dwfreed>Samu: doubt it
21:00<Samu>would need some kind of rotating bits based on the first track I work with
21:00<Samu>i dunno
21:00<Samu>btw, 90 degrees is still a thing for ships=
21:01<Samu>looks like it is, just checked
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23:13<DorpsGek_II>[OpenTTD/OpenTTD] odisseus commented on pull request #6931: Change: Prevent town growth from blocking ships
---Logclosed Mon Jan 07 00:00:10 2019