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#openttd IRC Logs for 2019-01-13

---Logopened Sun Jan 13 00:00:18 2019
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02:25<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth approved pull request #7054: Fix: grammar in a bunch of comments
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02:29<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6060: Allow drawing dropdown lists with scrollbars above the widgets
02:30<stefino>hi, I started to code our Industry set and have some problems. One of them is that oil rig can be built on the ground too . How to disallow it?
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02:31<stefino>hi andy
02:32<stefino>I started to code our Industry set and have some problems. One of them is that oil rig can be built on the ground too . How to disallow it?
02:33*andythenorth looks
02:36<andythenorth>FIRS oil rig
02:36<andythenorth>it might be a tile check that prevents land
02:36*andythenorth looking
02:37<andythenorth>or maybe industry location check - coast distance
02:38<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7054: Fix: grammar in a bunch of comments
02:40<stefino>mmm so the code itself like "spec_flags: bitmask(IND_FLAG_BUILT_ON_WATER);" doesnt mean that the industry IS on the water but it CAN be built on the water?
02:40<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7053: Fix: make -k switch useful when testing regression
02:40<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7053: Fix: make -k switch useful when testing regression
02:40<andythenorth>stefino: yes, that permits water, but doesn't enforce water
02:41<andythenorth>LordAro: early to rise, late to bed :o
02:43<andythenorth>ha ha ha ha, nobody reported this FIRS exploit yet :D
02:44<LordAro>andythenorth: i wanted to go cycling this morning, but the weather isn't looking great
02:44<stefino>okay :) second problem is that I code post office ..( it is the same code for all industries cause I started yesterady. So diferences are only in flags or output, input cargo ) but this post office accept and produce coal :D instead mail
02:44*andythenorth just built a fishing hole
02:45*andythenorth just built another fishing hole, inland, at the top of a mountain
02:46<andythenorth>stefino: try setting 'override' property too
02:46<andythenorth>this came up for nielsm recently
02:46<andythenorth>there might be undocumented behaviour with 'substitute' and 'override'
02:46<DorpsGek_II>[OpenTTD/OpenTTD] Alberth289346 opened pull request #7055: Fix #6408: Improve wording of the dragging signal distance tooltips (juanjo)
02:46<andythenorth>it will be in somewhere
02:47<andythenorth>if I remember correctly, you're getting coal because something from default coal isn't being over-ridden correctly
02:47<andythenorth>moin Alberth :)
02:47<andythenorth>sneaky PRs
02:50<stefino>but post office is not in the old game so I cant to use override or substite
02:50<andythenorth>set it to 0
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02:52<stefino>mmm coal again
02:52<@Alberth>sounds like not using cargo labels?
02:53<@Alberth>or the wrong one?
02:53<@Alberth>nice inland water industries andy :)
02:54<@Alberth>sorry for the PS, but it seemed too simple not to take it :)
02:57<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7055: Fix #6408: Improve wording of the dragging signal distance tooltips (juanjo)
02:57<DorpsGek_II>[OpenTTD/OpenTTD] LordAro closed issue #6408: Signals: confusing concept (wording): "Signal density"
02:57<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7055: Fix #6408: Improve wording of the dragging signal distance tooltips (juanjo)
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03:01<stefino>this is all code with post_office (I delete another industries for this sample)
03:02<andythenorth>Alberth: PRs are good :)
03:03<stefino>I did it with YETI instructions in devzone. I can't say that I am progammer :D
03:03<@Alberth>also a way to close issues :)
03:06<andythenorth>stefino: coal at both tiles (? tool) and the industry window?
03:09<stefino>it seems that problem is in mail cargo itself. cause all the industry chain gives a coal instead a mail
03:12<stefino>is possible that coal has ID 1 in basic game?
03:14<andythenorth>shouldn't matter if the new cargo is defined correctly :)
03:15*andythenorth wonders why industry grfs are so hard to code
03:15<andythenorth>when I wrote FIRS in nfo 10 years ago, it wasn't this hard
03:26<@peter1138>LordAro, hmm, here it's raining now but then dry from 9 til 1. I might risk it.
03:26<andythenorth>20mph wind here, gusting to what sounds like more
03:26<andythenorth>weather says 'breeze'
03:27<@peter1138>13 gusting to 33
03:27<LordAro>peter1138: mm, bit of dampness here too
03:28<andythenorth>apparently long-distance all weather cyclists live longer
03:28<LordAro>beeb weather says 40mph at 11
03:28<@peter1138>How can we fix this baseset changes issue? I can't remember what it was.
03:30<LordAro>commit the obs changes, probably :p
03:30<andythenorth>what causes it?
03:30<andythenorth>smells all wrong
03:31<@peter1138>Who needs to do that?
03:31<@peter1138>Hmm, it's web translator commits isn't it?
03:31<andythenorth>so we're committing compiled assets into the repo?
03:32*andythenorth doesn't really understand the issue
03:32<@peter1138>Apparently yes.
03:32<@peter1138>Otherwise you need grfcodec to compile. Not sure that's a huge issue?
03:32<andythenorth>and we don't run the compile on the translator commits?
03:33<andythenorth>so the translator commits shouldn't be going straight in?
03:33<@peter1138>Although, not sure why it needs grfcodec to build the baseset metadata, mind you.
03:33<andythenorth>they should be in a branch, which is then compiled and merged?
03:33<LordAro>does it need a full compile? i thought obs was a text file
03:35<andythenorth>FWIW, these are the ones I get
03:35<@peter1138>Maybe parts of needs to be split off
03:35<@peter1138>I don't know how this works with MSVC either.
03:36<andythenorth>yeah so no_sound.obs has metadata strings, which are presumably translated
03:36*andythenorth exploring
03:37<andythenorth>why are we still carrying orig_dos_de.obg
03:37<andythenorth>do we care what was on the German Transport Tycoon CD?
03:37<andythenorth>with one broken sprite?
03:38<andythenorth>presumably that was needed to support people with a specific TTD CD
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03:38<@peter1138>If we can, why not?
03:38<@peter1138>The fact we added stuff to support it suggests it mattered at some point.
03:38<andythenorth>well yes
03:38<@peter1138>And everything is there, so why remove it?
03:39<andythenorth>I was curious, but it makes sense to keep
03:40<andythenorth>ok so openttd.grf *isn't* recompiled
03:40<LordAro>i was gonna say, baseset strings aren't part of the grf anyway, right?
03:40<andythenorth>I am testing
03:40<andythenorth>something recompiled my openttd.grf yesterday
03:41<@peter1138>08:35 <@peter1138> Maybe parts of needs to be split off
03:41<andythenorth>compiles today didn't rebuild openttd.grf so yair
03:41<andythenorth> then?
03:43<@peter1138>Yeah could just be in there.
03:45<DorpsGek_II>[OpenTTD/OpenTTD] J0anJosep commented on pull request #7055: Fix #6408: Improve wording of the dragging signal distance tooltips (juanjo)
03:46<LordAro>shouls be pretty easy to pull out that bit of the makefile (& add it to the eints call)
03:47<LordAro>well, possibly just add it to the eints call, given it'd have to configure otherwise
03:51<@peter1138>Oh, there's an issue. When you do git checkout, to replace those baseset files with stock, it uses the *current* time, not the file's committed time.
03:51<@peter1138>So after that, make detects that those files are newer and doesn't rebuild anyway.
03:52<@peter1138>Someone's written a python script that updates timestamps to the last committed version of a file.
03:53<@peter1138>Mind you, we then don't need to store the *.ob* files in the repo, so make clean should remove them.
03:57<andythenorth>this is separate-but-related
03:57<andythenorth>specifically the comments
04:06<@peter1138>Hmm, I can't make the obg files without grfcodec.
04:06<@peter1138>Wait, no, I deleted too much in bin/baseset.
04:09<@peter1138>Not going to PR it yet, need to figure out what happens else where.
04:10<LordAro>all: $(OBT_FILES)\nifdef GRFCODEC\nall: <grf files>\nendif might be slightly nicer
04:11<LordAro>no need for the else
04:12<@peter1138>You can have multiple all: definitions?
04:12<LordAro>as long as the rule only adds dependencies
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04:50<DorpsGek_II>[OpenTTD/OpenTTD] Alberth289346 commented on pull request #7055: Fix #6408: Improve wording of the dragging signal distance tooltips (juanjo)
04:54<nielsm>messing with IDAfree again to reverse this time, luckily much of the sturcure is identical to
04:55<nielsm>but I'm continually amazed at how bad the C compiler they used back then was
04:55<nielsm>it makes jumps to jumps as a matter of course, within a single function
04:55<nielsm>and it's not just short/long jump trampolines as far as I can tell
04:58<nielsm>now this may be on the programmers, but it also looks like some things that should be local variables are just randomly placed in uninitialized globals instead
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05:06<nielsm>and memory alignment? what's that
05:06<nielsm>there's a long sequence of words and dwords at odd addresses in the global data
05:11<TrueBrain>you are having fun I see :D
05:12<nielsm> whatdoesitmeeeeeeean????
05:12<nielsm>a weird string, never used
05:18<TrueBrain>seems obvious. It is not a 5
05:18<DorpsGek_II>[OpenTTD/OpenTTD] J0anJosep commented on pull request #7055: Fix #6408: Improve wording of the dragging signal distance tooltips (juanjo)
05:19<TrueBrain>right, okay, so nightlies are blocked till my PR is reviewed. Bit annoying that I cannot apply a pipeline on another branch without going through very odd hoops
05:20<TrueBrain>after that it is figuring out how compatible DigitalOcean really is with an S3 bucket :D
05:21<TrueBrain>and this is working too:
05:21<TrueBrain>[deployer] 2019/01/13 10:20:46 INFO Sentry initialized with release='0.0.0-49-gb1cbfb4' and environment='global'
05:21<TrueBrain>sweet :D
05:21<TrueBrain>no more hiding crashlogs :D
05:22<LordAro>how long before you get sick of all the custom clients that lie about their versions? :p
05:22<TrueBrain>which custom clients?
05:23<LordAro>doesn't the reddit server use a custom client?
05:23<TrueBrain>where did this conversation took another route, I wonder ..
05:24<TrueBrain>by the lack of PR, I hope it was obvious I did not add Sentry to OpenTTD itself? :)
05:24<LordAro>i've been assuming a thing again, haven't i?
05:24<TrueBrain>sorry :P
05:24<TrueBrain>I am going to add this to Python applications we are running
05:25<LordAro>that makes much more sense :)
05:25<TrueBrain>in this case, the deployer (hence the [deployer] part)
05:25<TrueBrain>but, an OpenTTD crash log collector is something I would love to look into
05:25<TrueBrain>because .. that would really really help
05:26<TrueBrain>especially if we can automatically analyse stuff, like decode the crash.log etc
05:26<TrueBrain>and we now have the tool to do all that .. but .. first I want to move the current infrastructure I guess :D
05:30<LordAro>TrueBrain: what's filetype_description.txt for?
05:31<TrueBrain>its a file that is now on the mirror, of all places
05:31<TrueBrain>it defines a human readable text per extension
05:31<TrueBrain>I have been wondering if I shouldnt move that to openttd-website
05:32<LordAro>ah, part of manifest.yaml . Wouldn't it be better placed in azure-pipelines/ instead of the root?
05:32<TrueBrain>the root is getting messy in general
05:33<TrueBrain>should I move all the related files in azure-pipelines?
05:33<TrueBrain>(also etc)
05:33<LordAro>probably, yeah
05:34<TrueBrain>will do
05:48<DorpsGek_II>[OpenTTD/website] TrueBrain opened pull request #17: Add: lookup the description based on the extension
05:48<TrueBrain>LordAro: well, that was easier than expected :D
05:52<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7027: Add: [AzurePipeline] introducing a release pipeline
05:52<TrueBrain>CI will fail on this now, because I changed the location :D
05:55<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7027: Add: [AzurePipeline] introducing a release pipeline
05:56<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7027: Add: [AzurePipeline] introducing a release pipeline
05:57<LordAro>i would've been perfectly happy with the "main" ci files being in the root
05:57<LordAro>breaking the CI for all existing PRs (again) will be a pain
05:58<Eddi|zuHause>yeah, we got people barely coping with the last time that happened
06:01<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7027: Add: [AzurePipeline] introducing a release pipeline
06:01<TrueBrain>LordAro: it won't break as it did with Jenkins
06:01<TrueBrain>they do, however, need to rebase
06:01<TrueBrain>but they need to do that anyway
06:02<TrueBrain>the Jenkins thingy broke, as we have the CI set to mandatory, and the name changed
06:02<TrueBrain>the name doesn't change now
06:03<TrueBrain>so I guess this only goes wrong if people don't know they should rebase before a new push
06:03<TrueBrain>I can leave behind a temporary redirect, I guess, which we can remove in a week or so
06:03<TrueBrain>not sure that is needed?
06:04<Eddi|zuHause>i don't think "a week" is remotely enough
06:04<TrueBrain>they REALLY should rebase for sure if they push again after a week :P
06:05<Eddi|zuHause>i think you have too high expectations :p
06:05<TrueBrain>master moves too quickly atm to not have that as a requirement tbh :D
06:05<TrueBrain>otherwise things break anyway
06:05<LordAro>it's quite common to have the main CI file in the root anyway, even if you have extra stuff in a subfolder
06:05<TrueBrain>LordAro: yeah, but 3 of those files was getting a bit annoying
06:07<TrueBrain>this reminds me, I still wonder if we should do anything against PRs that do cleanly merge, but should be revalidated
06:07<TrueBrain>for example, that after N commit, a bot automatically requests in the PR for a rebase, and invalidates the CI results
06:08<TrueBrain>also, we should setup a weekly run to check with all kind of configure settings (no network, no zlib, etc)
06:08<Eddi|zuHause>how big should N be?
06:08<TrueBrain>we now allow rebases, because otherwise after every merge you need to rebase all PRs
06:08<Eddi|zuHause>i don't think there can be a meaningful N?
06:08<TrueBrain>that is just too much
06:08<LordAro>N is completely arbitrary, is the issue
06:09<TrueBrain>so N > 1, for sure
06:09<TrueBrain>it can be like .. 7 days
06:09<TrueBrain>or ... N = 10
06:09<TrueBrain>but now N is infinite
06:09<TrueBrain>which is the other side of the spectrum
06:09<TrueBrain>and GitHub doesn't have a: rebase this PR, button
06:09<TrueBrain>which sucks
06:09<LordAro>if you can do something like "if the file has been modified in master", might be appropriate
06:09<TrueBrain>now I come to think of it, we rebase in the CI
06:09<TrueBrain>so .. it should be enough to just retrigger the CI once in a while
06:10<Eddi|zuHause>and a bot that posts to the PR about rebasing if the once-successful build fails?
06:11<TrueBrain>for example
06:11<Eddi|zuHause>or a tag needs-rebasing
06:11<TrueBrain>I noticed that people are oblivious to CI results anyway, so a bot to repeat what went wrong might help anyway
06:11<TrueBrain>too often I see people saying that the author needs to fix the broken CI result :D
06:12<Eddi|zuHause>yeah, but that kinda needs better extraction of the actual error
06:12<TrueBrain>that too
06:12<DorpsGek_II>[OpenTTD/OpenTTD] J0anJosep opened pull request #7056: Change #6060: Allow drawing dropdown lists with scrollbars above and fix scrolling movement
06:12<TrueBrain>someone should look into that
06:12<TrueBrain>(someone != me)
06:12<Eddi|zuHause>i wouldn't even know where to begin to look
06:12<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7027: Add: [AzurePipeline] introducing a release pipeline
06:12<TrueBrain>like I do :)
06:13<TrueBrain>there is too much on stderr for linux builds .. so .. that is one
06:13<TrueBrain>and Azure Pipelines only shows 'warnings' for MSVC
06:13<TrueBrain>google might give more details about that
06:16<TrueBrain>LordAro: splitting of the two (Release vs release-stable) really helps in the long-run too :) And the build results are much more clear this way :D
06:21<TrueBrain>talking about not rebasing .... LALALAA :D
06:21<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7027: Add: [AzurePipeline] introducing a release pipeline
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06:29<TrueBrain>good morning frosch123
06:29<Eddi|zuHause>random thought concerning "real world" savegames in the regression: the closest we have to that is the various title game subnissions?
06:29<LordAro>i imagine only the trunk game has been tested in any significant detail
06:29<TrueBrain>haha, no :D Ever opened a title-game submission? At least, I know of several that are .. euh ..
06:29<TrueBrain>not what you think :D
06:30<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7027: Add: [AzurePipeline] introducing a release pipeline
06:30<Eddi|zuHause>uhm, sure, they hide stuff outside the field of view
06:30<LordAro>i imagine there's going to be issues turned up, but screw it
06:30<TrueBrain>yeah .. many were explicitly made for title game :)
06:30<TrueBrain>no "real world" about it :P
06:30<TrueBrain>tnx LordAro :)
06:31<TrueBrain>it doesn't "break" anything :D
06:31<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7027: Add: [AzurePipeline] introducing a release pipeline
06:31<Eddi|zuHause>but i mean, it could cover more test cases
06:31<TrueBrain>what do you want to test?
06:31<TrueBrain>I once considered keeping an archive of every savegame every reported as bug
06:31<TrueBrain>but we didn't have any infrastructure back then to do anything with that
06:32<LordAro>not like we have anything now :p
06:32<Eddi|zuHause>this is more like fuzzing than having anything specific to test in mind
06:32<TrueBrain>we do have the infrastructure now; well, it needs to be setup
06:32<TrueBrain>but we have the resources :)
06:33<Eddi|zuHause>problem with user-savegames will probably be getting NewGRFs and stuff from non-bananas
06:33<TrueBrain>fair enough; but those are rare as fuck :)
06:33<Eddi|zuHause>also, sorting out patched versions
06:33<TrueBrain>most of that you can automate away
06:33<Eddi|zuHause>but i still think the title games would be a start
06:33<TrueBrain>just dismiss any that are not within parameters
06:34<TrueBrain>either way, go for it :D
06:34<Eddi|zuHause>i'm not the right person for that :p
06:34<TrueBrain>not with that attitude
06:35<TrueBrain>hmm .. right ... IPv6 .. how are we going to do that .. hmm
06:35<Eddi|zuHause>IPv6? that will never catch on...
06:35<Eddi|zuHause>it's been 20 years
06:36<TrueBrain>too bad for you, OpenTTD is 100% ready
06:36<TrueBrain>and I don't want regression
06:36<TrueBrain>but DigitalOcean currently doesn't support IPv6 over the load balancer
06:36<nielsm>hmm, it looks like ADLIB.CAT might actually be containing standard MIDI, and the driver just translates that into adlib commands
06:37<Eddi|zuHause>does music from the dos version work yet?
06:37<nielsm>has for several months
06:38<TrueBrain>meh; their CDN is also not IPv6
06:38<TrueBrain>hmm .. that is somewhat of an issue
06:38<Eddi|zuHause>throw it out, rebuild it from scratch
06:39<Eddi|zuHause>what's the fraction of IPv6 traffic nowadays anyway?
06:40<TrueBrain>let me check that for you
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06:41<DorpsGek_II>[OpenTTD/OpenTTD] J0anJosep commented on issue #7043: Disconnected towns during world generation
06:41<TrueBrain>15% or so
06:41<TrueBrain>(uniq IPs)
06:41<Eddi|zuHause>ok, that's about an order of magnitude higher than what i imagnied :)
06:42<TrueBrain>same for hits on the server
06:42<TrueBrain>that was today .. let me take a bigger sample
06:42<nielsm>okay, is not quite compatible with
06:42<nielsm>probably not standard midi, just something reminiscent of it
06:43<TrueBrain>but yeah, I guess this will mean I have to setup an IPv6 -> IPv4 proxy
06:43<TrueBrain>meaning no CDN on IPv6
06:45<TrueBrain>42.9M hits in 90 days on our webserver; 4.4M of that is via IPv6.
06:45<TrueBrain>@calc 4.4 / 42.9
06:45<@DorpsGek>TrueBrain: 0.102564102564
06:45<TrueBrain>so 10%
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06:46<TrueBrain>@calc 4380065 / 42940454
06:46<@DorpsGek>TrueBrain: 0.102003229868
06:46<TrueBrain>to be exact
06:46<TrueBrain>and that is only the webserver. I am ignoring here things like MasterServer and ContentServer
06:54*peter1138 fires up VS2017
07:10<@peter1138>Hmm, any idea how to create the *.ob? files from a VS project?
07:15<LordAro>similar to how the regression test is done?
07:16<@peter1138>Ah, good idea.
07:25<@peter1138>Hmm, I guess we can't rely on awk being available.
07:25<LordAro>afraid not
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07:37<frosch123>can cmake do such stuff?
07:38<LordAro>it'd be a bit of work, but probably
07:39<frosch123>more work than doing stuff in vbs?
07:39<LordAro>in combination with the rest of the build system? probably
07:45<@peter1138>Hmm, that temporary langfiles.tmp is masive.
07:47<LordAro>well, it is every single language file :p
07:59<@peter1138>Shame I can't just ignore MSVC :(
07:59<frosch123>how often do you change the basegraphics?
08:00<@peter1138>frosch123, I don't.
08:00<LordAro>frosch123: translations change
08:00<@peter1138>The issue is when translators update baseset translations, the bin/baseset/* files don't get updated.
08:01<@peter1138>I figure if we can just autogenerate those always, instead of including them in the git repo, that would be the best way.
08:01<frosch123>eints is on linux
08:01<@peter1138>Shouldn't be too hard to make a vbs to generate them.
08:01<frosch123>add a "./configure; make; git add bin" there
08:02<frosch123>if you add vbs. isn't osx the next one to fail?
08:02<@peter1138>I'm not touching eints, and including generated files in git is still the wrong thing to do, IMHO.
08:02<@peter1138>The fact that they are in git makes building them inconsistent, too.
08:03<LordAro>frosch123: that would work, but it's very ew
08:04<frosch123>maintaining generation scripts for 3 platforms is more ew
08:05<frosch123>you probably lock out all future contributors, and make it a no-touch area
08:05<frosch123>people will need to install grfcodec and stuff
08:05<frosch123>or you implement grfcodec in vbs :p
08:06<frosch123>we generate grf, ob*, squirrel-widgets, squirrel-api, ...
08:09<@peter1138>You don't need grfcodec to update the metadata files.
08:10<frosch123>how do you get the md5sum of a container 2 grf?
08:10<@peter1138>I'm only touching the baseset metadata generation.
08:11<frosch123>so you keep the obg in the repository, and just add vbs to update them on windows?
08:11<@peter1138>Currently that grf is still stored in the repo and I'm not removing it with this change.
08:11<frosch123>obg contains the container2 md5sum of openttd.grf, you won't get that without grfcodec's grfid
08:12<frosch123>maybe it is not container2, but it also eww to disallow that for the future
08:14<frosch123>ok, currently uses md5sum, not grfid -m
08:15<@peter1138>Yeah, full md5sum.
08:16<@peter1138>Another problem I found is git doesn't restore timestamps, so make thinks the output is up to date when it's not.
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08:17<@peter1138>Hence ultimately not including these output files is (an unattainable?) good idea.
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08:23<Eddi|zuHause>are you sure you didn't hit a weird config setting with git there?
08:23<Eddi|zuHause>concerning the timestamps
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08:25<@peter1138>No, git always restores files with the current timestamp, not commit timestamp.
08:27<Eddi|zuHause>i find that hard to believe
08:28<frosch123>it's the expected thing
08:28<TrueBrain>time to pick a believe Eddi|zuHause :)
08:28<@peter1138>You don't need to believe.
08:28<frosch123>otherwise if you checkout an older reivision, make does nothing
08:29<frosch123>all source files that change need a newer timestamp
08:29<@peter1138>This really reinforces "don't commit intermediate files"
08:30<frosch123>Eddi|zuHause: the problem is that both the source and the intermediate file get a new timestamp
08:30<frosch123>and it is luck which one is newer
08:30<Eddi|zuHause>ah, right
08:31<frosch123>but it is only a problem if the intermediate files were incorrect in the repo
08:31<frosch123>thus you rely on others (like eints :p) committing correctly
08:31<Eddi|zuHause>which they are for example in bin/baseset
08:32<@peter1138>Or if you just happen to git checkout bin...
08:32<@peter1138>After making your own changes to the sources.
08:32<@peter1138>This is also an issue with the local grf files.
08:33<@peter1138>But I'm not suggesting we don't include them, just yet :p
08:33<Eddi|zuHause>so, what's actually the holdup with eints?
08:35<frosch123>noone doing it? i am not aware of any real problems
08:37<frosch123>eints is in some weird intermediate universe between devzone and github
08:37<frosch123>Alberth: do you have an opinion whether eints should be on or or somewhere else?
08:40<TrueBrain>orudge: it seems I do not have enough permissions on Azure Pipelines to install addons :(
08:40<Eddi|zuHause>ah... "git update-index --assume-unchanged <file>" should work until eints is fixed :)
08:41<TrueBrain>orudge: and I don't have the password for the main account :P
08:41<TrueBrain>(not stored with the regular crowd, from what I can see)
08:42<TrueBrain>I guess I can reset the password :D
08:47<@Alberth>frosch123: hai, no special opinion, openttd seems fine to me
08:49<@peter1138>Probably if we rely on it, it should be in OpenTTD.
08:51<@Alberth>yep, I agree
08:52<Eddi|zuHause>apparently you should rather use --skip-worktree instead of --assume-unchanged
08:53<LordAro>i'd suggest it should be on github, given it's deployed on OTTD infrastructure
08:53<LordAro>wait, was scrolled
08:53<@peter1138>It is on github ;)
08:53<LordAro>you've already agreed that
08:53<LordAro>it == eints
08:54<Eddi|zuHause>the question was WHICH github
08:54<LordAro>OTTD github
08:54<Eddi|zuHause>i tend to agree
08:55<TrueBrain>Now verifying that encryption works...
08:55<TrueBrain>Not configured. Never mind.
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08:57<frosch123>well, there are three versions of eints
08:57<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 updated pull request #7047: Add #6887: Highlight tiles within local authority of towns
08:57<frosch123>the generic base version, and then two "forks" with ottd and devzone specific scripts and gui changes
08:57<Eddi|zuHause>"we should have a unified version that covers all use cases"... aka "maka a 4th version"
08:58<LordAro>it's a bit easier when all 3 versions are controlled by the same people :p
08:58<frosch123>so, one repo with 3 branches: master, openttd, devzone
08:58<LordAro>that feels excessively awkward to maintain
08:59<LordAro>first should work out what exactly is different, what *needs* to be different, and probably add that as subfolder in the repo
09:00<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 commented on pull request #7047: Add #6887: Highlight tiles within local authority of towns
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09:01<TrueBrain>S3 buckets are weird
09:01<frosch123>LordAro: <- those are the ottd specific changes
09:02<frosch123>reduced user interface for single project, commit scripts and commit message
09:07<LordAro>mm, difficult
09:08<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns
09:09<andythenorth>sounds like deployment-time configuration
09:09<TrueBrain>so, S3 sets Last Modified header always tothe time the file was last touched on the CDN .. which is annoying, as we normally put it on the time of release ..
09:09<andythenorth>but it's been a while since I touched eints
09:09<TrueBrain>andythenorth: could you look at ? :)
09:10<andythenorth>I'll pull it
09:12<TrueBrain>tnx :D
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09:24*andythenorth pisses around upgrading pip :P
09:24<andythenorth>nothing is ever just 'run this one command' :P
09:24<@peter1138>Oh, hmm, that's probably a bug in the RGB patch. 2CC behaves a bit weird :p
09:25*glx wanted to quick fix 7050, but all mingw is broken
09:25<andythenorth>where even is pip :P
09:25<+glx>peter1138: issue 7050 is yours btw ;)
09:26<@peter1138>Oh :/
09:26<LordAro>glx: is that the duplicate SORT_ASCENDING declaration?
09:26<andythenorth>meh python yak-shaving, that needs a gif :x
09:27<+glx>for mingw-w64 yes, but the other mingw is broken because -syd=c++11 defines __STRICT_ANSI__ and removes many windows specific declarations
09:27<LordAro>i've got a small diff to fix the former, anyway
09:27<+glx>with -std=gnu++11 it should work
09:28<LordAro>that'd be a shame
09:29<andythenorth>TrueBrain: what python version do I need for
09:29<DorpsGek_II>[OpenTTD/OpenTTD] LordAro opened pull request #7057: Fix: A few minor compile warnings under MinGW
09:29<LordAro>glx: ^
09:29<TrueBrain>andythenorth: 3.5+
09:29<andythenorth>I have 3.6 and it's failing
09:29<+glx>it fails for strcasecmp, strcasencmp, strdup and many more
09:29<TrueBrain>andythenorth: let me check my magic ball
09:29<TrueBrain>(in other words, be a bit more explicit about 'failing' and I might be able to help :P)
09:29<+glx>unlink too
09:30<LordAro>glx: is there any particular advantage to maintain support for oldstyle mingw?
09:30<andythenorth>Successfully installed Coroutine-0.0.2
09:30<+glx>probably none as it seems unmaintained anyway
09:30<TrueBrain>import error on dependency .. that is .. euh .. yeah
09:30<TrueBrain>andythenorth: create a new venv, and install everything in 'requirements.txt' in there
09:30<TrueBrain>python -m venv venv
09:30<andythenorth>it is new venv
09:30<andythenorth>but yeah ok
09:30<TrueBrain>venv/bin/pip install -r requirements.txt
09:30<andythenorth>ooh that's a nice command
09:31<TrueBrain>possibly 'python3' instead of 'python'
09:31<TrueBrain>depending on your configuration
09:31<LordAro>there are still some warnings that i can't fix, which annoys me
09:31<andythenorth>yeah so my stupid venv doesn't have pip
09:31<andythenorth>except it does
09:31<andythenorth>it's right here python-3.6/lib/python3.6/site-packages (python 3.6)
09:31<andythenorth>python -m pip --version
09:32<andythenorth>python -m pip install -r requirements.txt seems to play nicer
09:32<TrueBrain>I never had a situation that after 'python -m venv venv', venv/bin/pip did not exist
09:33<TrueBrain>it should install pip by default
09:33<andythenorth>I delete it and go again
09:33<andythenorth>pip is in the standard lib now
09:33<TrueBrain>but ... Mac might do things weird or something
09:33<andythenorth>it's not a Mac python
09:33<andythenorth>that would never work
09:34<TrueBrain>either way, otherwise run: venv/bin/python -m pip install pip ;)
09:34<TrueBrain>possibly with -U
09:34<andythenorth>i go from scratch and see if I still get import errors
09:34<TrueBrain>btw, for those who care: I renamed OpenTTD-CF to CompileFarm
09:34<andythenorth>one day python might work
09:35<TrueBrain>I use Python 3.6.6 and Python 3.7.something, both work
09:36<andythenorth>meh, it's ignored the frigging env and put them in my python site-packages dir
09:36<andythenorth>I hate this crap
09:36*andythenorth biab after fixing it
09:36<TrueBrain>2 ways:
09:36<TrueBrain>always use venv/bin/python
09:36<TrueBrain>source venv/bin/activate
09:36<andythenorth>I always use activate
09:36<TrueBrain>in both cases, it should leave your global python installation behind
09:38<andythenorth>I won't give running commentary, we don't need that :(
09:38<TrueBrain>if I can help, let me know :)
09:38<andythenorth>I have a very specific python setup
09:38<andythenorth>you won't like it
09:39<andythenorth>we have to have everything from 2.4 through to 3.6 for work
09:39<TrueBrain>best thing about virtualenvs in Python, that your main setup doesn't really matter :P
09:39<TrueBrain>I myself have a Python installed, from which I bootstrap my other Pythons, as the system Python is foobar :D
09:39<TrueBrain>I even have a venv with both Windows and Linux in it
09:39<TrueBrain>sharing the love
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09:42<TrueBrain>hmm .. 88GB to upload to the CDN
09:42<TrueBrain>how am I going to do this in the most clever way :P
09:42<Eddi|zuHause>carrier pidgeon
09:43<andythenorth>ok so sometimes 3.6 doesn't include pip
09:43<andythenorth>super awesome
09:43<Eddi|zuHause>because we all know writing to a USB stick is the fastest operation ever
09:43<TrueBrain>andythenorth: python -m virtualenv sometimes helps
09:43<TrueBrain>or virtualenv itself
09:43<TrueBrain>(all 3 different packages)
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09:43<+glx>Eddi|zuHause: floppy discs ;)
09:44<Eddi|zuHause>glx: good luck attaching 88GB worth of floppydisks to a carrier pidgeon :p
09:44<Eddi|zuHause>@calc 88*2**20/1440
09:44<@DorpsGek>Eddi|zuHause: 64079.6444444
09:44<TrueBrain>hmm .. I have to jump two hops .. hmmm
09:45<Eddi|zuHause>it's only 64080 floppies
09:45<andythenorth>ah fuck it I rebuild python
09:45<Samu>is this worth fixing? that 'r' is uint, but imo should be int
09:45<LordAro>glx: i added lots of nice comments to the PR :)
09:45<LordAro>Samu: not on its own, probably
09:46<Samu>r = 50 - 80 becomes a big number, not negative
09:47<andythenorth>will python build in less than 1 hour? :P
09:47<andythenorth>let's see
09:47<TrueBrain>do I want to know ....
09:48<Eddi|zuHause>i don't think so
09:48<Eddi|zuHause>andy might be this person
09:49<Eddi|zuHause>or this one
09:50<LordAro>Samu: except that it's + 80 - 80
09:50<andythenorth>python is broken, rebuilding is the only option
09:50<andythenorth>or I could paste some commands from SO
09:50<andythenorth>that curl pip from...who knows where
09:51<andythenorth>and then run them with sudo probably
09:51<+glx>negative numbers are big unsigned numbers
09:52<andythenorth>yum python build failed
09:53*andythenorth gives up and uses TrueBrain's zip
09:53<andythenorth>python is absolutely the worst programming environment I ever use
09:53<TrueBrain>that is why I love Docker andythenorth :)
09:53<TrueBrain>it kinda solves that issue
09:54<andythenorth>the punchline is that python is pretty much the only programming environment I use :P
09:55<Samu>no, LordAro, r is a random number from 0 to 255
09:55<Eddi|zuHause>i think it should be safe to make that an int
09:55<Samu>sometimes only r - 80 happens
09:56<Eddi|zuHause>you shouldn't do r-=80 on an uint, if you haven't made sure that it's >=80
09:56<Eddi|zuHause>which it isn't
09:56<Xaroth>How did you break python, andythenorth?
09:56<TrueBrain>andythenorth: I am guessing, but: docker run --rm -it -v "$(pwd)":/workdir --user $(id -u):$(id -g) python:3.6-alpine /bin/sh
09:56<TrueBrain>that should give you a working Python 3.6
09:56<LordAro>that GB call changes things though, doesn't it?
09:56<TrueBrain>cd /workdir && python
09:56<TrueBrain>should work from there
09:56<TrueBrain>no guarantees; might blow up your machine etc etc
09:57<LordAro>oh no, i see
09:57<LordAro>carry on
09:57<andythenorth>thanks...but then I invalidate support for my job :D
09:57<andythenorth>we have a specified method for python
09:57<andythenorth>Xaroth: I made a virtualenv
09:57<TrueBrain>andythenorth: that docker command leaves zero traces behind :P
09:57<Eddi|zuHause>it flips a coin, then it skews that coin flip in one or the other direction
09:58<TrueBrain>it only gives you that python till you close the shell :P
09:58<TrueBrain>that is what Dockers are for
09:58<andythenorth>the zip is nice too :P
09:58*andythenorth is looking at the downloads page
10:00*andythenorth sidetracked
10:00<andythenorth>where is the official download for pip? :P
10:00<andythenorth>not some random dude on SO with a fork
10:01<andythenorth>is pypi dead yet?
10:01<Eddi|zuHause>$fvrtpkgmgr install pip
10:02<andythenorth>wrong answer Eddi|zuHause, that gets me outside of support for work :P
10:03<andythenorth>soon we will be off python2.4
10:03<Eddi|zuHause>your work tells you to make things more complicated than necessary?
10:03<andythenorth>we have no choice
10:03<andythenorth>we have 2.4, 2.7, and various 3
10:03<andythenorth>we are close to killing 2.4
10:04<andythenorth>ha ha, I now have a not broken python3.6 env
10:04<Xaroth>2.4 has been out of support for over a decade O_O
10:04<andythenorth>I am very aware
10:05<andythenorth>but if you're on Plone 3 with no migration path, it's a huge upgrade to 2.7
10:05<andythenorth>like 18 months work
10:05*Xaroth shudders
10:05<andythenorth>I had to live through it
10:06<Xaroth>I feel sorry for you.
10:06<andythenorth>IT'S NEARLY OVER
10:07<andythenorth>"which pip"
10:07<andythenorth>that's better
10:07<andythenorth>somebody broke how virtualenv works
10:07<Xaroth>but by the time your migration to 2.7 is done, 2.7 will be out of support :P
10:07*andythenorth used the old one
10:08<andythenorth>2.7 to 3 isn't so bad
10:09<Samu>it was uint r since svn r1
10:11<Samu>im touching code that has never been touched in the last 15 years
10:11<andythenorth>TrueBrain: I'm sure you'll be excited, I fixed python :P
10:12<TrueBrain>I will be if you approve my PR :P
10:12<andythenorth>I switched to 3.7, script works
10:12<andythenorth>I have some crap version of 3.6 where it fails
10:13<Samu>i notice it doesn't support 90 degrees
10:13<Samu>the forbidding of 90 degrees
10:13<andythenorth>forbidding 90 degrees for ships is clown shoes
10:15<Xaroth>Hey, I can't help it I have large feet, andythenorth.
10:15<Xaroth>no need to call them clown shoes!
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10:18<Eddi|zuHause>i vote for removing the "disallow 90° for ships", and instead allow continuing on other trackbits on the same tile (effectively allowing 360° turns on tile borders)
10:18<Eddi|zuHause>that should prevent a bunch of "ship is stuck" problems
10:23<@peter1138>I have a patch for that
10:26<Eddi|zuHause>PR or it didn't happen
10:27<DorpsGek_II>[OpenTTD/website] andythenorth approved pull request #17: Add: lookup the description based on the extension
10:28<andythenorth>at some point PRs are going to overhaul issues, in the racing sense of overhaul
10:28<andythenorth>34 v 96
10:28<Eddi|zuHause>"we now have more solutions to problems than problems"?
10:29<andythenorth>in some cases yes
10:29<andythenorth>competing approaches :)
10:29<@peter1138>Heh, May 2018 :p
10:29<andythenorth>probably ripe now
10:30<@peter1138>Hmm, is there still an OPF for ships?
10:30<andythenorth>didn't you delete it?
10:30<@peter1138>Hrmm, not sure why it touches yapf_road.
10:31<@peter1138>I guess that..
10:31<@peter1138>No, I dunno.
10:32<Eddi|zuHause>i thought we only made yapf the default
10:33<@peter1138>Can we not just remove non-Yapf?
10:33<Eddi|zuHause>peter1138: but that patch only adresses the first half of my request, not the "allow turning into a trackbit on the same tile"
10:33<@peter1138>Hasn't it proven itself yet?
10:33<Eddi|zuHause>people citing fringe cases...
10:33<Eddi|zuHause>no idea
10:34<@peter1138>Hmm, other trackbits that don't actually connect?
10:34<Samu>forbid 90 deg helps pathfinders search less tracks, but may also make it harder to build canals inland
10:34<Eddi|zuHause>assume you come from a track bit to a tile border
10:34<Eddi|zuHause>pathfinder checks the 3 connecting trackbits on the next tile
10:34<Eddi|zuHause>but for ships it might also check the 3 trackbits on this tile (including the one we just came from)
10:35<Eddi|zuHause>peter1138: there were cases where a ship got stuck on a diagonal trackbit, because an industry got built blocking both entrances of that trackbit
10:36<Eddi|zuHause>peter1138: if this reversing could happen, it could choose a different exit of that tile
10:36<Eddi|zuHause>by switching trackbits
10:36<@peter1138>Maybe allow that only if there are no connecting track bits on the neighbouring tile.
10:36<frosch123>andythenorth: original pathfinder is gone for trains and rv
10:37<Eddi|zuHause>i don't see a reason for that restriction
10:37<Samu>i made a patch request for that Eddi|zuHause
10:37<frosch123>it's still there for ships
10:37<@peter1138>Because allowing all bits always is more expensive, as Samu pointed out.
10:38<Eddi|zuHause>maybe allow all bits only on the origin tile of the pathfinder request, assume deeper in the pathfinder there are always better paths
10:38<andythenorth>when is NPF deprecated? o_O
10:38<Samu>when an industry builds on water, this check is checked
10:39<Samu>basically it makes ship behave like they're 3 tiles wide
10:39<Samu>for construction purposes
10:40<frosch123>it's needed everytime yapf desyncs
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10:45<DorpsGek_II>[OpenTTD/website] TrueBrain merged pull request #17: Add: lookup the description based on the extension
10:45<TrueBrain>tnx andythenorth
10:45<andythenorth>nearly done?
10:45<LordAro>peter1138: i would not be opposed to removing !YAPF
10:46<LordAro>iirc, OPF got left in for ships because YAPF was horribly slow at ships, but that got fixed
10:46<frosch123>LordAro: problem with removing yapf is that only michi understands it
10:46<Eddi|zuHause>now it's just slow, not horrible? :p
10:46<frosch123>npf otoh is really easy to maintain
10:47<frosch123>so, if you want to go for a single pf, i would prefer to remove !NPF :p
10:47<TrueBrain>we should collect statistics of what people are using :P
10:47<andythenorth>don't rivers use one of them to generate? o_O
10:47<frosch123>TrueBrain: people obviously use the default, that's easy
10:48<TrueBrain>fair :D
10:48<andythenorth>frosch123: which of the built-in economies is the stupid one?
10:48*andythenorth wonders about removing that
10:48<frosch123>how about focusing on broken stuff, instead of trying to break working stuff?
10:48<andythenorth>I just like fire
10:49<LordAro>frosch123: but YAPF is so much better?
10:49<andythenorth>fire is so very cleansing
10:49<frosch123>LordAro: not for maintainers :p
10:49<@peter1138>yapf isn't that bad, when you realised it's based on templates.
10:49*andythenorth deletes some Horse stuff
10:49<andythenorth>didn't work
10:50<andythenorth>not even committed, no way to get it back now ::)
10:50<Samu>im gonna try make forbid 90 deg work on OPF
10:50<andythenorth>actually nvm
10:50<andythenorth>reasons aren't reasons
10:51<Samu>unless you really are going to remove it for ships
10:51<LordAro>Samu: ultimately, original is ...old
10:51<LordAro>if it's broken, it shouldn't be fixed
10:51<LordAro>depending on how broken it is
10:52<LordAro>or rather, you shouldn't be trying to make it better
10:52<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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11:01<Samu>plz help me summarize this into a code comment
11:01<Samu>i'm afraid it's gonna be too long if I do it
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11:05<LordAro>Samu: not knowing much about it at all, how does "The tile where the ship actually "enters" the depot is the north tile. Ship depots are also valid water tracks for ships from any company, unlike the other depot types, so the pathfinder has to do a "blind" search for a tile that matches these conditions." sound?
11:06<Samu>sounds long
11:06<LordAro>comments don't have to be short
11:06<Samu>and doesn't explain why I'm doing the change to be this way
11:07<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7058: Fix #7050: Missing guards around network chat message functions for compiling with networking disabled
11:07<LordAro>comments should explain *why* the code is doing what it is
11:07<LordAro>it shouldn't explain what it is doing (that's in the code) nor why code was changed (that's for commit messages)
11:08<Samu>pathfinders before never did the blind search
11:08<Samu>the depot tile was given to them directly
11:08<Samu>meh, it's becoming long again
11:09<+glx>oh make depend fails /bin/sh: D:/developpement/GitHub/glx22/OpenTTD/objs/release/depend.exe: Argument list too long
11:09<+glx>that explains why modifying a header didn't trigger recompile
11:10<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
11:10<LordAro>glx: that's exciting
11:11<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7058: Fix #7050: Missing guards around network chat message functions for compiling with networking disabled
11:12<Eddi|zuHause>so, what's the policy on multi-commit PRs? squash them? make sure every revision builds individually? (CI doesn't seem to do that)
11:12<@peter1138>Gah, bloody Phantoms. They're so lethal :-(
11:12<LordAro>peter1138: F
11:13<LordAro>Eddi|zuHause: rebase by preference, unless there's clearly no need for the extra commits
11:13<@peter1138>Down to 3 xp :
11:13<LordAro>i wouldn't say there's any great need to test every revision
11:13<LordAro>just by eye
11:13<Eddi|zuHause>LordAro: i don't understand what that means
11:14<DorpsGek_II>[OpenTTD/OpenTTD] LordAro updated pull request #7057: Fix: A few minor compile warnings under MinGW
11:14<LordAro>Eddi|zuHause: which bit? :p
11:14<Eddi|zuHause>"<LordAro> Eddi|zuHause: rebase by preference, unless there's clearly no need for the extra commits" <-- this
11:14<Eddi|zuHause>LordAro: the original was 5 patches, i made 5 separate commits out of those
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11:15<Eddi|zuHause>LordAro: but when i tried to compile just the first patch, it didn't compile
11:16<@peter1138>I tend to do merge commits on my own repos, means my local branches can be 'safely' deleted.
11:16<@peter1138>But I guess that would get messy.
11:16<LordAro>Eddi|zuHause: trickier when it's not your patch, i guess
11:16<LordAro>i'd definitely recommend trying to make it compile
11:17<Eddi|zuHause>LordAro: the question is, relocate stuff between patches until the queue works at every stage, or just squash everything
11:17<LordAro>that's ultimately up to you, but individual commits are easier to review, and it is quite a large number of changes
11:18<Eddi|zuHause>there's also a savegame bump in there, and changes related to savegames in separate patches of the queue
11:19<LordAro>oh, this isn't #7051, is it?
11:21<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7058: Fix #7050: Missing guards around network chat message functions for compiling with networking disabled
11:23<+glx>LordAro: custom OTTDxxx in os_abstraction.h are no longer needed
11:23<+glx>I commented the whole else block and it compiled fine
11:23<LordAro>ah, well that makes it a lot easier
11:23<Samu>It's not worth caching the result with NPF_FLAG_IS_TARGET
11:24<Samu>what is this FLAG, where is it
11:24<DorpsGek_II>[OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7058: Fix #7050: Missing guards around network chat message functions for compiling with networking disabled
11:24<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7058: Fix #7050: Missing guards around network chat message functions for compiling with networking disabled
11:24<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7058: Fix #7050: Missing guards around network chat message functions for compiling with networking disabled
11:25<Samu>if I can speed up NPF ship depot checking, then it's worth investigating what this NPF_FLAG_IS_TARGET is all about
11:29<@peter1138>Hmm, one image per sprite, or one sprite sheet per logical grouping?
11:30<@peter1138>At least, in the GUI stuff.
11:32<Samu>isn't fibonnacy queue faster for pathfinders?
11:32<Samu>than binary
11:32<+glx>logical grouping I'd say
11:33<+glx>even if one per sprite is better for vcs
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11:36<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #6928: Fix #5713: Use pathfinder to find closest ship depot
11:40<andythenorth>logical grouping peter1138
11:40<andythenorth>I looked yesterday, there are a few obvious groups
11:40<andythenorth>e.g. there's some autorail and depot stuff
11:40<andythenorth>some glyphs
11:41<andythenorth>a load of groups icons
11:41<andythenorth>looks like there's icons for window chrome
11:42<DorpsGek_II>[OpenTTD/OpenTTD] LordAro updated pull request #7057: Fix: A few minor compile warnings under MinGW
11:45<DorpsGek_II>[OpenTTD/OpenTTD] nikolas opened issue #7059: Town name language choice affects number of towns / world population
11:50<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7058: Fix #7050: Missing guards around network chat message functions for compiling with networking disabled
11:50<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7058: Fix #7050: Missing guards around network chat message functions for compiling with networking disabled
11:50<DorpsGek_II>[OpenTTD/OpenTTD] LordAro closed issue #7050: Compiling with --disable-network yields error
11:51*andythenorth drives from London to Newcastle
11:51<andythenorth>and back
11:52<LordAro>pretty sure #7059 is a duplicate of #6640
11:53<nnyby>it's similar, but #6640 doesn't mention how town name language affects the number of towns as well as world size
11:54<LordAro>indeed, the suggested patch isn't a complete fix by any means
11:54<LordAro>but the issue is ultimately the same
11:54<LordAro>i'll probably close the older issue anyway
11:55<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #6640: Less towns than set in menu
11:55<DorpsGek_II>[OpenTTD/OpenTTD] LordAro closed issue #6640: Less towns than set in menu
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12:28<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth approved pull request #7056: Change #6060: Allow drawing dropdown lists with scrollbars above and fix scrolling movement
12:29<andythenorth>hmm, I didn't actually review the code style there
12:29<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth dismissed a review for pull request #7056: Change #6060: Allow drawing dropdown lists with scrollbars above and fix scrolling movement
12:30<andythenorth>^ anyone want to review that ^
12:30<andythenorth>nice fix
12:30<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6078: Orders: it does not jump order by remaining lifetime
12:31<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6155: Vehicles are sometimes incorrectly shown as refittable
12:35<Samu>just found a bug with NPF
12:36<Samu>manual sending a ship to enter depot right after leaving it, makes it reverse 180 degrees
12:36<Samu>doesn't happen with opf or yapf
12:37<Samu>also happens in 1.8.0
12:42<Samu>ah i see why, reverse penalty cost is 0
12:44<@peter1138>Bah, the clicky wheel button on my mouse no longer makes the wheel clicky :(
12:45<LordAro>oh no
12:45<Samu>hmm, no, actually the problem is deeper
12:47<+glx>andythenorth: can you add a . between find and -type at and try it on your system ?
12:51<Samu>npf pathfinding to a tile where the vehicle is at the moment will make it return INVALID_TRACKDIR. For ships that means it will reverse
12:51<Samu>it shouldn't do this
12:51<andythenorth>glx: this is for ?
12:52<Samu>it should walk a 180 turn and come back to the tile
12:52<+glx>yes but you can test it in master too
12:52<Samu>pathfinder pretty much refused to pathfid
12:52<@peter1138>K, this is classy, I decided to light up my minecart track with... jack-o-lanterns :p
12:52<andythenorth>peter1138: that's the default approach
12:53<andythenorth>I had to build one like that once
12:53<andythenorth>on demand :P
12:53<+glx>and torches on only one side in the caves
12:53<andythenorth>yes that too
12:53<@peter1138>Is it? I've never done that.
12:53<andythenorth>I guess you're not 5
12:53<@peter1138>Yeah, always done that. I want to avoid torches down the minecart tunnels though.
12:53<andythenorth>illuminate them with TNT
12:54<andythenorth>I could never take minecraft seriously, I just used to set fire to everything
12:54<+glx>use creepers if you want to destroy stuff ;)
12:55<andythenorth>glx runs now for me, it's pretty angry about L54 tho
12:55<andythenorth>./../ line 54: [: -eq: unary operator expected
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12:57<@peter1138>Creepers tend to just destroy me.
12:57<@peter1138>I've put on the full diamond armour now, although the enchantments are crap because, well, I died.
12:57<andythenorth>TNT them
12:57<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened issue #7060: NPF refuses to pathfind when the destination tile is the same as where the vehicle currently is
12:58<@peter1138>Why should it pathfind in that case?
12:58<Samu>because there's tracks ahead of the ship
12:58<andythenorth>you don't need to pathfind if you're on the tile
12:58<andythenorth>that makes sense no?
12:58<Samu>erm, how to explain
12:59<+glx>andythenorth: add " around the backquoted stuff before -eq and replace -eq with =
12:59<Samu>ship is in tile and moving at direction NE
12:59<+glx>the -eq is not present in master btw
13:00<Samu>now it's ordered to go to the same tile, when the ship reached the end of the tile, it does a 180 turn, now moving SW
13:00<+glx>looks like a change I shouldn't have made ;)
13:00<Samu>the other pathfinders will make the ship walk a few tiles outside to make the turn
13:00<andythenorth>glx: seems pretty happy after those changes
13:01<+glx>good, I'll add them to the PR
13:01<andythenorth>the ship is told to reverse no?
13:01<Samu>the bad behaviour is the reversal when the path isn't block
13:01<andythenorth>NE is the opposite of SW?
13:01*andythenorth probably lacks context but nvm
13:01<Samu>meh i fail at explaining
13:01<Samu>let me draw something, brb
13:01<@peter1138>make image
13:01<+glx>I guess you got only "generating ..." lines and no "updated" nor "deleted"
13:04<Samu>that is a ship
13:05<Samu>the other pathfinders will walk that path when told to go to the same place the ship is
13:05<Xaroth> Looks a bit like a train
13:05<Samu>npf however will make the ship reverse at the end of the tile, doesn't walk
13:07<andythenorth>why do they need to walk around?
13:07<andythenorth>just reverse the ship
13:07<Samu>because that's "good behaviour"
13:07<Samu>dunno what else to say
13:08<andythenorth>seems a bit pointless polishing a dead pathfinder :P
13:08<Samu>it's kinda the same as if it was a train or a road vehicle, reversing when there's tracks ahead looks ugly
13:13<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7031: Add: squirrel_export.vbs
13:14<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #7031: Add: squirrel_export.vbs
13:18<DorpsGek_II>[OpenTTD/OpenTTD] JGRennison commented on issue #6470: Link graph job thread-join schedule changes
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13:26<@peter1138>Not for ships.
13:26<DorpsGek_II>[OpenTTD/OpenTTD] JGRennison commented on issue #6472: Cargodist: various link graph performance improvements
13:26<@peter1138>Ships can actually turn on the spot, trains can't.
13:27<@peter1138>Also, I have a patch that makes ships turn slowly of instantly.
13:30<Samu>at the very least, the behaviour is inconsistent with the other pf's
13:31<Samu>english :/
13:32<@peter1138>s/of/instead of/
13:32<andythenorth>peter1138: delete ships!
13:32<andythenorth>oops no
13:32*andythenorth did it wrong
13:32<andythenorth>peter1138: make ships great again!
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13:36<Samu>let me see what happens to ships going to 1 buoy only
13:38<Samu>npf is the one with the reversal behaviour
13:38<Samu>looks bad~
13:40<Samu>the only one*
13:54<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #6470: Link graph job thread-join schedule changes
13:55<Samu> cost +=; // A small penalty for going over buoys
13:56<Samu>why the cost for going over buoys is a penalty?
13:56<Samu>should be neutral~
13:56<LordAro>i imagine that the buoy operator would be fairly annoyed if you ran over it with a ship :p
13:57<Samu>it could even be a bonus
13:57<Samu>but ppl might abuse buoys
13:57<Eddi|zuHause>manned buoys... great idea
13:58<LordAro>Samu: gameplaywise, i do agree with you, buoys shouldn't affect pathfinding at all
13:58<LordAro>you could make that a PR :)
14:01<Samu>must investigate what's the current cost first
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14:04<Samu>hmm but why
14:05<Samu>there had to be a reason someone made it a penatly
14:05<andythenorth>stop ships over-running bouys?
14:05*andythenorth guesses
14:10<Samu>- Add: [NPF] Ships get a penalty for going over buoys now, so they will try to go around.
14:10<Samu>found the reason
14:10<Samu>for "realistic" purposes
14:11<Eddi|zuHause>andythenorth: that only works if you move buoys to tile corners
14:12<Eddi|zuHause>or enforce that buoys use a 3x3 area
14:13<Samu>guess there's no need for a PR
14:14<Samu>there is a game setting for it, can be edited to 0
14:17<andythenorth>is it nap time?
14:17<TrueBrain>andythenorth: YES!
14:17<andythenorth>we stayed up late
14:17<andythenorth>closing PRs
14:18<TrueBrain>did it help?
14:18<andythenorth>then I woke up early
14:18<andythenorth>TrueBrain: you should leave encouraging comments
14:18<andythenorth>on the older PRs
14:19<TrueBrain>YOU CAN DO IT
14:19<@peter1138>You do it :D
14:19<andythenorth>peter1138 has the oldest
14:19<andythenorth>current winner
14:19<andythenorth>Samu has the most
14:19<andythenorth>and also the most esoteric
14:22<TrueBrain> <- shall we close it? I think we can better focus on cmake support, than extending the current system further :P
14:22<nielsm>hm well adlib.cpp compiles without warnings or errors, but it's still massively incomplete
14:22*peter1138 updates 6784
14:23<@peter1138>Do we need adlib support?
14:23<nielsm> :D
14:23<LordAro>peter1138: do we need cargodist?
14:23<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #6784: Ship cpu hog workaround for #6145
14:23<@peter1138>Yes, I use cargodist.
14:23<Eddi|zuHause>do we "need" anything?
14:23<nielsm>(exactly the result I expected)
14:23<@peter1138>But if you have original_dos or original_tto support, is original_adlib necessary?>
14:23<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on issue #5881: Allow separate compilation (objdir != srcdir)
14:24<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain closed issue #5881: Allow separate compilation (objdir != srcdir)
14:24<LordAro>random question, is STR_COLOUR_RANDOM used anywhere?
14:24<@peter1138>Yes, it's used when setting your default company colour preference.
14:24<DorpsGek_II>[OpenTTD/OpenTTD] JGRennison commented on pull request #6917: Fix iconv and clang version detection on OSX
14:24<Eddi|zuHause>that would be my question as well, is the music really any different from the music?
14:24<@peter1138>It was recently added.
14:24<nielsm>the adlib soundtrack is different in instrumentation, but right now I'm just doing this because I've wanted to do it for a long time
14:25<nielsm>I agree it's largely superfluous
14:26<Eddi|zuHause>i should maybe look for my copy of TTO
14:26<nielsm>the music format looks much like the format in, but it's not quite the same
14:26<nielsm>for one thing, each song header contains a list of extra instrument definitions in addition to the 17 built-in programs
14:27<nielsm>so the adlib format can technically program the synthesizer rather flexibly
14:27<LordAro>peter1138: so it was
14:28<nielsm>(you could argue that with sysex you can also program a good hardware synth rather flexibly via standard midi, except most people won't have those hardware synths)
14:29<Eddi|zuHause>nope, can only find old TTDP installations
14:30<Eddi|zuHause>and i don't have any FDD drives available
14:30<Eddi|zuHause>to go through my old disks
14:30<Eddi|zuHause>which probably aren't readable anymore anyway
14:31<TrueBrain>andythenorth: possibly good to keep a few of those "good first issue", despite them being stale
14:32<TrueBrain>some really are trivial, and a good way to get started with OpenTTD
14:32<nielsm> <-- TTDXDEMO.ZIP from my TTO+WE cdrom
14:32<TrueBrain>not sure .. just spitting out a random idea :P
14:32<nielsm>(yes that demo with only toyland playable and just one or two maps)
14:32<nielsm>(but it does have the full music collection)
14:32<Eddi|zuHause>i had a TTO demo once
14:33<Eddi|zuHause>on a CD
14:33<Eddi|zuHause>which i maybe still have
14:33<Eddi|zuHause>but i'm not going to look for it
14:33<@peter1138>I think I still have a few mid-90s compilation CDs from magazines.
14:35<andythenorth>TrueBrain: yeah I applied stale pretty liberally, but 'good first issue' is good for new contributors
14:38<andythenorth>so this is the last stale FS patch
14:38<andythenorth>it escalates from 'scroll fix' to 'tile height refactor'
14:38<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #6917: Fix iconv and clang version detection on OSX
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14:42<Eddi|zuHause>"warning: refname '6583' is ambiguous." ... uhm...
14:42<andythenorth>conflates with a PR? :P
14:43<andythenorth>this a thing or not?
14:43<andythenorth>nice number, 5999 is pleasing shape
14:43<Eddi|zuHause>i named the branch like that, but it is probably the beginning of an existing hash
14:45<Eddi|zuHause>no idea why it didn't properly apply
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14:46<Eddi|zuHause>ah, i think comment changed
14:47<Samu>damnit, debug mode is too slow for 5000 ships
14:48<andythenorth>can we PR this?
14:48<andythenorth>seems the nice
14:49<andythenorth>patch fails :|
14:49<Eddi|zuHause>they do that sometimes
14:50<andythenorth>so they do
14:51<@peter1138>Strange diff format :p
14:51<andythenorth>don't really understand.rej
14:51<andythenorth>seems to have not information
14:52<Eddi|zuHause>try "patch --merge"
14:53<Eddi|zuHause>puts the rejected/conflicted sections in the code with <<<<< ===== >>>> markers
14:53<andythenorth>seems my patch doesn't have --merge
14:53<andythenorth>looks like just formatting, and add one line?
14:55<andythenorth>meh, those aren't the failed hunks
14:57<Eddi|zuHause>great, another comment conflict
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15:00<Samu>experimenting no random track choice for opf, see how much it affects performance
15:03<Samu>strange, i expected better performance, i get the opposite
15:04<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z opened pull request #7061: Fix #6583: Rework Tileheight handling (patch by adf88)
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15:06<Samu>wow fast forward is ultra mega fast now
15:06<Samu>good job
15:06<@peter1138>Is it? o_O
15:07<Samu>1 year is 1 second
15:07<Samu>at fast forward
15:07<Eddi|zuHause>is what it?
15:07<Samu>on tiny map size
15:08<Samu>9999 frames per sec, i like
15:08<nielsm> :D
15:08<@peter1138>You can speed it up further if you really want.
15:08<nielsm>it loads the index of a song now, at least
15:08<nielsm>then on to actually playing it
15:09<@peter1138> < undo that commit
15:09<Samu>let me test fast forward on 4k maps
15:09<@peter1138>Will probably not be much different from before.
15:09<nielsm>peter1138 I'm going to squash things before proposing a PR :P
15:10<@peter1138>Ok, you added the OPL emulator. I'm interested now :p
15:10<@peter1138>That's a lot of code for a frivolous feature, mind you.
15:11<@peter1138>Damn, my Linux VM has no audio :(
15:11<Eddi|zuHause>why is windows build taking so much longer than linux?
15:12<Samu>75 fps on 4kx4k
15:12<Samu>expected better :(
15:12<Samu>14 ms world ticks
15:13<@peter1138>4kx4k is limited by tick processing time, not graphics.
15:14<Eddi|zuHause>skimming through that patch queue i wonder if the first "remove unused functions" patch really should be the first
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15:22<@peter1138>Yeah probably not.
15:25<+glx>Eddi|zuHause: optimisations
15:26<+glx>and it's the linking phase that takes time
15:26<+glx>for debug builds it's the oposite
15:26<nielsm>ugh the hardest problem in making this adlib decoder/player is probably to correctly synchronize the music ticks with pcm sample output
15:26<+glx>oh and file accesses are slow as hell on windows too
15:27<andythenorth>hmm someone crashed into a van in ETS, and it wasn't me
15:28<+glx>nielsm: realtime timer in the music thread
15:28<andythenorth>all the cars in ETS 1, I have either owned, or lived with someone who has
15:28<andythenorth>probably means I have to buy a truck next :P
15:29<andythenorth>oof why is the in-game cursor sprite so laggy in ETS1?
15:29<nielsm>glx, I'm not sure I can thread this
15:29<nielsm>since I'm bound to the game's mixer callback to render the music
15:30<nielsm>gives me a buffer and expects me to fill it completely
15:30<nielsm>and that buffer can be quite long, I think often 8192 samples on windows
15:30<@peter1138>Isn't the mixer callback already threaded?
15:31<+glx>but the buffer filling has to be threaded anyway
15:34<nielsm>the OPL emulator fills the PCM buffer it's given with sound generated for whatever register settings it has at the time of the buffer fill call, i.e. time only advances for the emulator when it's told to generate some samples
15:35<nielsm>so I have to read some music commands, fill in OPL registers, determine delay until next batch of commands, generate samples for that delay, and repeat
15:35<+glx>sound thread already calls mixer functions directly
15:36<nielsm>and through that keep track of remainders and rounding due to one timer running at 44.1 kHz and another running at 66.7 Hz
15:37<@peter1138>You can use floats there though :p
15:38<+glx>yes floats are only banned from game logic
15:43<+glx>oh I'm stupid, relation between mixer and audio is the opposite
15:43<+glx>audio drivers read the mixer
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15:57<andythenorth>planetmaker: o/
16:02<+glx>oh the mixer never used the callback feature
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16:07<+glx>I think it should be possible for the OPL emulator to fill an internal buffer, and copy its content on callback
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16:11<+glx>when you register the callback you get the sample rate, but you won't know the buffer size to fill before the actual callback call
16:13<+glx>as it's created by the audio driver, then passed to the mixer, then to the callback if any
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16:24<DorpsGek_II>[OpenTTD/website] claman opened pull request #18: Change copyright date to use site.time
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16:50<Samu>messing around with opf, making it less random
16:51<Samu>wondering what's the difference between DistanceManhattan and DistanceMaxPlusManhattan in terms of results
16:51<Samu>pathfinding results
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16:56<DorpsGek_II>[OpenTTD/website] LordAro approved pull request #18: Change copyright date to use site.time
16:57<DorpsGek_II>[OpenTTD/website] LordAro closed issue #11: Make the copyright in the bottom automatically bump years
16:57<DorpsGek_II>[OpenTTD/website] LordAro merged pull request #18: Change copyright date to use site.time
16:57<andythenorth>new contributor?
16:58<DorpsGek_II>[OpenTTD/website] andythenorth commented on pull request #18: Change copyright date to use site.time
16:58<LordAro>seems so
16:58<andythenorth>drive by contributors TrueBrain ^ :)
16:58<LordAro>ah, thanks andy
17:01<LordAro>trickle down eco^H^H^Hcontributions!
17:03<TrueBrain>sweet :)
17:04<andythenorth>the article is worth scanning, maybe not on Sunday night, but eh
17:04<andythenorth>proposes that drive-through contributions are a sign of healthy project
17:05<TrueBrain>and that it was easy to access
17:05<LordAro>TrueBrain: given staging's copyright link still says 2018, i assume it doesn't get automatically updated
17:05<TrueBrain>it does
17:05<TrueBrain>check pipeline to see where it is at
17:06<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7056: Change #6060: Allow drawing dropdown lists with scrollbars above and fix scrolling movement
17:06<TrueBrain>shows 2019 for me now
17:06<LordAro>so it does
17:07*LordAro too impatient
17:07<andythenorth>2019 for me
17:07<andythenorth>bye all
17:07<andythenorth>good ottd weekend
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17:08<TrueBrain>it is not instantly :p
17:08<TrueBrain>this contribution alone made it worth the effort :)
17:10<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns
17:10<DorpsGek_II>[OpenTTD/OpenTTD] J0anJosep commented on issue #7060: NPF refuses to pathfind when the destination tile is the same as where the vehicle currently is
17:12<Samu>found another reversal bug, now with OPF
17:13<Samu>but maybe it's caused by me, maybe not a bug
17:15<Samu>why can't i change branches when i have stuff edited
17:15<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7031: Add: squirrel_export.vbs
17:15<Samu>i dont want to commit these edits yet
17:15<LordAro>git stash
17:15<Samu>git stash?
17:15<Samu>just that?
17:16<LordAro>yes, actually
17:16<LordAro>`git stash pop` to reapply once you've switched
17:16<Samu>lets try
17:17<Samu>very cool, it works
17:21<Samu>looks like it also happens on upstream/master
17:21<Samu>savegame is incompatible, can't test in 1.8.0 yet, brb
17:25<DorpsGek_II>[OpenTTD/OpenTTD] LordAro requested changes for pull request #7049: Fix #6599: Can still click on buy button in vehicle selection window even if no vehicle is selected
17:27<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7046: Fix #5978: Update some stats and lists caused by group hierarchy. (3298 and Juanjo)
17:29<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7046: Fix #5978: Update some stats and lists caused by group hierarchy. (3298 and Juanjo)
17:29<DorpsGek_II>[OpenTTD/OpenTTD] LordAro closed issue #5978: Autoreplace window isn't updated after group hierarchy changes
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18:20<Samu>gonna try make opf check for depot tiles somehow
18:20<Samu>instead of me providing it
18:30<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #6784: Ship cpu hog workaround for #6145
18:34<LordAro>peter1138: can i be annoying and ask for commits 4 & 5 to be Codechanges?
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19:03<Eddi|zuHause>LordAro: i was just trying to sort out the capitalisation and then i drew a complete blank on how capitalisation is meant to work...
19:04<Eddi|zuHause>would be easier if someone else did this, my brain is for some weird reason not able to do this
19:08<Eddi|zuHause>gonna --abort this, makes no sense like this
19:09<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #6784: Ship cpu hog workaround for #6145
19:11<@peter1138>^ LordAro
19:18<@peter1138>One day I might post something other than food on Instagram. But not today.
19:22<Eddi|zuHause>one day you upgrade for sublte advertising?
19:24<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7057: Fix: A few minor compile warnings under MinGW
19:32<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7031: Add: squirrel_export.vbs
19:34<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7031: Add: squirrel_export.vbs
19:34<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7031: Add: squirrel_export.vbs
19:59<Samu>wow, opf search method is really retarded
19:59<Samu>without all the randoms choices, it just go straight until it finds an obstacle
20:00<Samu>then it makes a turn
20:00<Samu>usually turns back
20:02<Samu>bird distance isn't used to help it make better choices
20:02<Samu>im no pathfinder expert
20:03<Samu>but it's weird
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20:09<@peter1138>It's designed to be low CPU usage.
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20:18<Samu>oh? and then it ends up being the most intensive
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20:21<@peter1138>How so?
20:21<Samu>i guess the random choices makes it look "smarter"
20:22<@peter1138>They make it more likely to get there, heh.
20:22<Samu>on my 5000 ship testing, OPF is too slow
20:22<Samu>compared with the other 2
20:23<Samu>but the test uses many buoys, so it could influence results
20:29<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7057: Fix: A few minor compile warnings under MinGW
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20:38<Samu>just managed to decrease the stall from 14 seconds to 5 seconds
20:38<Samu>for opf
20:38<Samu>that means, npf is the worst when mass sending 5000 ships to depot
20:39<Samu>also with 14 seconds
20:40<Samu>why is this a DoCommand, it tests before executing, so basically, it's 10000 ships
20:41<Samu>does the same work twice
20:42<Samu>@calc 23.656 - 9.015
20:42<@DorpsGek>Samu: 14.641
20:42<Samu>npf still stalls for 14 seconds
20:43<Samu>@calc 30.156 - 25.421
20:43<@DorpsGek>Samu: 4.735
20:44<Samu>opf stalls for ~5 seconds
20:45<Samu>@calc 31.906 - 45.406
20:45<@DorpsGek>Samu: -13.5
20:45<Samu>@calc 31.906 - 34.406
20:45<@DorpsGek>Samu: -2.5
20:45<Samu>2.5 secs for yapf, the king
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20:48<Samu>mass sending 5000 ships to depot results:
20:48<Samu>opf - 4.7 secs
20:48<Samu>npf - 14,6 secs
20:49<Samu>yapf - 2,5 secs
20:49<Samu>must investigate what's so bad about npf for such a long stall
20:57<@peter1138>Did you investigate the underlying algorithms behind OPF, NPF and YAPF?
20:59<Samu>in ship_cmd.cpp?
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21:00<@peter1138>No, in the pathfinding code, heh.
21:00<@peter1138>Are you aware that NPF and YAPF are basically the same pathfinding algorithm?
21:00<@peter1138>OPF isn't.
21:00<Samu>that's even stranger
21:01<+glx>NPF and YAPF are implementations of A*
21:04<Samu>i dont know how to properly time a single search
21:06<@peter1138>NPF is a simple literal approach to the algorithm.
21:07<@peter1138>YAPF is heavily optimized by using C++ templating and implementing a cache.
21:07<@peter1138>So, yeah, YAPF is faster than NPF... by design.
21:08<Samu>what does the cache do?
21:08<@peter1138>What does a cache normally do?
21:09<Samu>but in this case, feels like cache isn't doing anything yet
21:09<Samu>or is it?
21:26<Samu>there is no cache for ships, or i dont understand whether it's working
21:29<Samu>CYapfShipAnyDepot2::stFindNearestDepot = 0x00007ff615ebb360 {openttd.exe!CYapfFollowShipT<CYapfShip_TypesT<CYapfShipAnyDepot2,CFollowTrackT<2,Ship,1,0>,CNodeList_HashTableT<CYapfShipNodeT<CYapfNodeKeyExitDir>,10,12>,CYapfDestinationAnyDepotShipT> >::stFindNearestDepot(const Ship *, unsigned int, T...
21:29<Samu>now in english, plz :p
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22:06<Samu>can't spot any cache being worked
22:07<Samu>i think this cache is only for rail
22:07<Samu>caches track segments?
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22:38<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #6928: Fix #5713: Use pathfinder to find closest ship depot
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---Logclosed Mon Jan 14 00:00:20 2019