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#openttd IRC Logs for 2019-01-22

---Logopened Tue Jan 22 00:00:31 2019
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03:10<andythenorth>merge peter1138? ;)
03:18<@peter1138>Is it a good feature?
03:21<andythenorth>very BAD
03:22<@peter1138>Oh, okay. I'll close it then.
03:25<andythenorth>'closed by merging'
03:56<LordAro>peter1138: i like it
03:57<andythenorth>I like it a lot
04:13<@peter1138>Damn, 50g of fruit cake is tiny :/
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07:14<@peter1138>Where did DorpsGek_II go?
07:15<@peter1138>TrueBrain, who gave our bot a passport?!
07:16<andythenorth>leaving before brexit
07:16<@peter1138>Who wouldn't?
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07:33<LordAro>netsplit, probably
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07:42<@peter1138>It broked.
07:46<@peter1138>Erm, I mean, it went on holiday.
07:46<@peter1138>Mmm, salad
07:47<andythenorth>the best
07:47<@peter1138>I have a ham roll as well, and stuffs, not just salad.
07:47<andythenorth>salad is valid alone
07:47<@peter1138>Salad appetiser means my lunch lasts longer than 3 minutes.
07:47*andythenorth often has salad
07:48<@peter1138>Me too. I keep being told I should be getting bored of it, or that I'm anorexic.
07:49<@peter1138>Feature: Raise a corner of land automatically when building aqueducts #7078
07:49<@peter1138>Hmm, without any context, I'm wondering how that is a good feature.
07:51<andythenorth>I think it's supposed to offer consistency with other bridges
07:51<andythenorth>but eh, I'm pure guessing
07:53<@peter1138>So in my ham ciabatta roll, there is also... more salad.
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08:01<Eddi|zuHause>so... my car decided "-1°C? nah, you're not getting me out there"
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08:02<andythenorth>block heater
08:02<andythenorth>like canada
08:02<andythenorth>why is Horse so damn slow to compile :(
08:04<Samu>Azure Pipeliner dude didn't build my stuff :|
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08:08<Samu>andythenorth, I made some tweaks to, can u check if it's still building disasterous rivers?
08:08<Samu>but the azure didn't build it
08:12<Samu>the only way to make rivers to always connect to the sea is by disabling lakes completely. I didn't do that
08:12<Samu>but i made some tweaks to how lakes are generated
08:13<andythenorth>Samu: still extensive rivers that don't connect to sea
08:14<andythenorth>have you force pushed?
08:14<@peter1138>Hmm, I'm not seeing the excess performance hit of PerformanceAccumulator any more. I wonder if I was using a debug build o_O
08:16<Samu>i think I didn't force push
08:16<Samu>let me do that
08:16<@peter1138>Don't think he needs to, he's just adding commits on top. (This is fine.)
08:17<Samu>eh, too late
08:18<Samu>just force pushed
08:18<Samu>btw, DorpsGek hasn't been announcing for a while
08:19<Samu>In progress — This check has started...
08:24<andythenorth>Samu: did you test the change? o_O
08:27<Samu>there are less ugly lakes
08:28<andythenorth>many rivers are not connecting
08:29<andythenorth>are you testing on a mountainous map?
08:29<Samu>mountainous is too hard to create rivers
08:30<Samu>with the slopes I am required for locks, it's a miracle if any is created
08:35<@peter1138>rivers connecting to sea should be preferred over easy lock placing.
08:36<Samu>by sea, do you mean sea or lakes? or really only sea?
08:37<andythenorth>I mean any water body with coast tiles
08:37<andythenorth>lakes are what rivers build if they fail to reach the sea, iirc
08:37<@peter1138>^ this
08:38<Samu>hmm well... hmm
08:38<Samu>that's basically saying... this patch isn't needed
08:39<Samu>can't see a way that accomodates both
08:39<andythenorth>1 tile locks :P
08:39<andythenorth>2 tile locks :P
08:39<andythenorth>rivers that terraform :P
08:39<andythenorth>build rivers from coast tiles inland :P
08:40<Samu>rivers that terraform was one of my ideas, but i have no idea how to do this
08:41<Samu>no plan
08:41<Samu>unsure where i'm starting to edit
08:42<andythenorth>ok so it's a learning phase
08:42<andythenorth>it's pretty common to start out by 'which code can I edit'
08:42<andythenorth>but good features come from 'what do I want to achieve' :)
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08:59<Samu>visual studio never warns me about this
09:00<@peter1138>It's useful to know it.
09:01<@peter1138>If you mix && and ||, always use parenthesis.
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09:10<Samu>is there a way to make visual studio warn me of it?
09:13<@peter1138>I don't know but you could try just looking at the code you've written.
09:13<andythenorth>trains very
09:13<andythenorth>no supermop? :P
09:13<@peter1138>Very nice. Is it shipped?
09:14<@peter1138>It's 4x zoom? :D
09:15<andythenorth>not shipped
09:15<andythenorth>it's 28x zoom
09:15<andythenorth>what it really needs is arbitrary liveries
09:16<andythenorth>8 company colours? o_O
09:16<Eddi|zuHause>pop up a draw screen on each vehicle purchase so the player can customize the livery
09:18<@peter1138>Eddi|zuHause, not customize. Purchase.
09:18<@peter1138>DLC :D
09:18<@peter1138>Fuck you Elite Dangerous :(
09:19<andythenorth>embed a pixel editor, recompile the grf?
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09:20<andythenorth>too late supermop_work
09:20<andythenorth>you missed my train picturees
09:21<Samu>I didn't touch that code
09:21<Samu>what is that warning?
09:21<Eddi|zuHause>i'm probably biased but i like the blue ones more
09:22<@peter1138>Samu, what line number?
09:22<Samu>holy crap, too many cocoa warnings below
09:22<andythenorth>Eddi|zuHause: you can repaint them to your choice, when we add the pixel editor...
09:22<Samu>line 180
09:22<@peter1138>If it's not your warning, don't worry about it.
09:23<andythenorth>did we add that ctrl-click counter yet?
09:23<Samu>2019-01-22T13:20:27.0702790Z /Users/vsts/agent/2.144.0/work/1/s/src/fontcache.cpp:30:18: warning: unused variable 'MAX_FONT_SIZE' [-Wunused-const-variable]
09:23<Samu>2019-01-22T13:20:27.0703140Z static const int MAX_FONT_SIZE = 72; ///< Maximum font size.
09:23<@peter1138>andythenorth, no, we added lock icons.
09:23<andythenorth>one var, byte-sized
09:23<@peter1138>And no, we never will.
09:24*andythenorth forks :|
09:25<andythenorth>byte holds how many times vehicle was ctrl-clicked
09:25<andythenorth>flipped is mod(2) of the byte
09:25<andythenorth>rolls over to 0 after 16 clicks
09:25<supermop_work>nice trains
09:26<Samu>hmmm nop, didn't start building my stuff
09:27<andythenorth>so...200mph mail cars for the pretendelino?
09:28<Samu>gona try push --force
09:29<Eddi|zuHause>so, first paid DLC should be earrings?
09:29<Eddi|zuHause>that would make for a good release post?
09:30<@peter1138>EddizuHause, hahaha
09:30<Samu>doesn't build
09:31<@peter1138>andythenorth, clearly we need separate IDs but related vehicles? :p
09:31<Samu>the azure guy isn't reliable :|
09:31<Samu>nvm, just started
09:32<andythenorth>peter1138: can we cycle through multiple IDs on ctrl-click? :P
09:33<andythenorth>seems a bit weird :D
09:36<andythenorth>so my original intent was to group related, and force, e.g. intro dates
09:36<andythenorth>and group them in buy menu
09:37<andythenorth>do we also want to allow cycling between group members? o-O
09:37<Samu>are you talking about fixing vehicle IDs for autorenew/autoreplace?
09:38<Eddi|zuHause>once you purchase a vehicle, you're stuck with it
09:41<Samu>that would help AIs
09:41<Samu>azure doesn't build my stuff
09:42<Samu>well, it just built the generate lock, but not the terraform aqueduct one
09:43<Samu>gonna try again git fetch upstream
09:43<Samu>git rebase upstream/master
09:43<Samu>git push --force
09:44<Samu>nop, everything up to date
09:45<@peter1138>Why is cake so bad? :(
09:45<Samu>why can't I make azure dude like me?
09:45<Eddi|zuHause>*mampf*wab bo bou meam?*mampf*
09:46<Samu> OpenTTD CI Expected — Waiting for status to be reported
09:46<Samu>but it doesn't start
09:48<Samu>the old guy was better
09:48<Samu>Jekils, or something
09:55<Samu>#6926, #6988 and #7078 - my stuff that wasn't build
09:55<Samu>can u help ?
09:57<@peter1138> Woe!
09:58<@peter1138>Just got handed a blueberry muffin.
10:01<Samu>aqueducts cost a leg and an arm
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10:08<@peter1138>I guess a blueberry muffin is a cake.
10:09<@peter1138>So that's cake no. 2 today :/
10:11<@peter1138>AND it's snowing.
10:15<@peter1138>We should have a meet up, drink some beer, eat some cake, and not release anything.
10:16<andythenorth>very english
10:16<andythenorth>isn't that how all English engineering proceeds?
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10:20<Samu>review my code if you're not doing anything :p
10:21<Samu>got some code repetition but unsure how to proceed in this case
10:22*andythenorth bbl
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10:22<Samu>because... it got a huge comment about a bug fix
10:23<Samu>now the huge comment is repeated in 3 places
10:23<Samu>2 for my patch (my code), 1 for it's original place (not my code)
10:27<Samu>the original
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10:46<@peter1138>Have you heard about functions?
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10:59<andythenorth>but how fast should they go?
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11:00<LordAro>andythenorth: some
11:02<andythenorth>or 186?
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11:06<stefino>hi, is possible "hide" light signals before selected year?
11:07<stefino> railtypes
11:10<@peter1138>I don't think so.
11:11<stefino>I thougt that player can't buy signals before year XY and can buy only semaphore
11:20<andythenorth>Samu: just allow canals to have foundations
11:20<andythenorth>then build the aqueduct like normal bridges
11:21<andythenorth>foundations for canals are super realism
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11:24<@peter1138>Well, this is going to be an interesting ride home.
11:25<@peter1138>Yeah, canal foundations.
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11:27<@peter1138>Hmm, maybe I can make the matrix/scrollbar/resizebox disappear depending on which pane I'm showing.
11:27<Samu>foundations too hard for me
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11:29<DorpsGek_II>[OpenTTD/website] TrueBrain commented on issue #30: Validation issues
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11:56<Samu>aqueducts don't have foundations
11:57<Samu>foundations too hard for me + aqueducts don't have foundations = nothing to do
12:31<@peter1138>Well, I made it.
12:34<Samu>aqueducts don't have foundations
12:42<nielsm>aqueducts also appear to have no thickness :)
12:45<Samu>wow, I swear I didn't type that last line, must have been my cat
12:45<Samu>he walk all over keyboard
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12:45<Samu>pressed up arrow key and enter? plausible
13:00<Samu>needs triage - something I must do?
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13:09<Samu>: the assigning of priority order to projects on the basis of where funds and other resources can be best used, are most needed, or are most likely to achieve success
13:10<Samu>doesn't look like something I must do
13:12<nielsm>Samu: the "needs triage" tag for pull requests means "we're not sure this is actually a good idea at all"
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13:19<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7077: Change: Always build baseset metadata, instead of including it in the repo.
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13:27<@peter1138>nielsm, I noticed even the makefile version doesn't depend on them.
13:29<nielsm>basically just "touch languages.updated" whenever a language file is rebuilt, and depend the rest on that, should be simple :D
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13:33<Samu>anybody knows why #6926, #6988 and #7078 - my stuff that wasn't build?
13:34<andythenorth>because azure
13:37<Samu>is there a force build command?
13:39<andythenorth>on azure?
13:39<Samu>on github or something
13:40<Samu>git push --forcebuild?
13:40<LordAro>not that you can use
13:40<andythenorth>you just have to wait
13:40<LordAro>nor anyone except TB, i think
13:40<LordAro>probably orudge as well
13:41<andythenorth>peter1138: how do these groups work then?
13:41<@peter1138>zilch has been coded
13:41<andythenorth>so I thought about inheritance, but kinda deleted the idea
13:42<andythenorth>being a newgrf developer kind of sucks unless you know how to write your own compile
13:42<andythenorth>they'll have to repeat all the vehicle properties, just to get a different livery
13:42<andythenorth>and they'll probably be doing all that hand-coded
13:43<andythenorth>and they probably won't know they can reuse the action 2 / varaction 2 chains
13:43<andythenorth>wondered about a parent vehicle, and the properties cascade to child vehicles, unless over-ridden
13:43<andythenorth>"probably just a pointer, right?" :P
13:44<andythenorth>but no
13:44<@peter1138>Well, yeah, it's possible we can do that.
13:44<andythenorth>well yeah but no
13:44<andythenorth>I couldn't think of a way to make it work, except loads of string
13:45<andythenorth>do it in the nml side :P
14:00<@peter1138>It's possible to put it in the NewGRF spec to inherit properties.
14:04<andythenorth>we'd just inherit them when purchasing the vehicle, then they're static after that?
14:04<Eddi|zuHause>no, we inherit them on newgrf loading
14:05<andythenorth>I am trying to imagine the worst thing a newgrf author could do, and then what would break
14:05<andythenorth>or does that not really matter?
14:05<@peter1138>Why would anything break?
14:06<andythenorth>I don't know, it's imaginary :P
14:06<andythenorth>action 6 / 7?
14:06<andythenorth>probably not
14:06<@peter1138>Nothing to do with it.
14:06<@peter1138>It's just an Engine (as OpenTTD calls them)
14:07<@peter1138>May or may not have its properties preset from another engine's.
14:07<@peter1138>May or may not appear in the purchase list differently.
14:07<@peter1138>But when actually in game it's just a separate engine.
14:08<@peter1138>NewGRF authors could make them totally different, we don't care, it doesn't matter.
14:10<DorpsGek_II>[OpenTTD/OpenTTD] JGRennison opened pull request #7081: Change: [Linkgraph] Pause the game when linkgraph jobs lag (#6470)
14:10<DorpsGek_II>[OpenTTD/OpenTTD] JGRennison opened pull request #7083: Codechange: [Linkgraph GUI] Replace line visibility detection algorithm
14:10<andythenorth>so if people just want to do livery crap
14:10<andythenorth>inheritance would simplify that a lot
14:11<andythenorth>just provide different sprites, don't provide much action 0
14:12<@peter1138>Where did 7082 go?
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14:14<TrueBrain> <- anyone mind giving this a looksy? (while I setup the rest of the stuff for it)
14:14<@peter1138>andythenorth, yeah I know it's there, but DorpsGek_II missed it.
14:15<andythenorth>it's on holiday still
14:16<@peter1138>TrueBrain, sorry I don't know enough about the docker and yml stuff to comment.
14:17<@peter1138>The nginx config looks 'sane' I guess thouhg :p
14:23<TrueBrain>tnx :)
14:23<TrueBrain>ugh, it is a bit busy on the farm .. lol
14:24<@peter1138>Compiling 200 PRs from Samu? :p
14:26<TrueBrain>lets see how flexible the new k8s stuff is ...
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14:27<TrueBrain>`An agent is ready for the job`
14:27<TrueBrain>so you have been saying for a while now
14:31<DorpsGek_II>[OpenTTD/binaries-proxy] TrueBrain merged pull request #1: Add: initial version of a simple proxy
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14:33<TrueBrain> <- AUTOMAGIC
14:35<TrueBrain>but yeah, it autolaunched
14:35<TrueBrain>which was the main thing to get done :D
14:35<TrueBrain>over IPv4 it redirects you to a close edge-cache
14:35<@peter1138>Ah yeah "404 not found" -> AccessDenied :(
14:35<TrueBrain>over IPv6 it serves it directly
14:35<TrueBrain>so IPv6 most likely has slower throughput
14:35<@peter1138>Better than no throughput
14:36<TrueBrain>I am very happy with the automation .. that is a lot easier to maintain
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14:36<TrueBrain>right .. this means we are really nearly done to launch the new website :D
14:36<TrueBrain>I "just" need to add the code to go from staging to production, I guess :P
14:36<andythenorth>press the big red button?
14:37<TrueBrain>2 minor things left to fix :)
14:37<andythenorth>supermop_work: yo
14:39<TrueBrain>lol; the binaries proxy consumes 2 MiB of RAM :)
14:39<TrueBrain>I love nginx :)
14:39<@peter1138>Wait til it gets some load.
14:40<TrueBrain>the IPv6 bypass I had to create consumes 100 MiB of RAM :P
14:41<andythenorth>supermop_work: tell me about city economies :P
14:41<TrueBrain>annotated tags or not .. hmm.. guess it is better to do with
14:41<TrueBrain>can you make a PR based on an annotated tag ..
14:41<andythenorth>I tried city economy for FIRS 4, but I deleted it :P
14:42<Wolf01>Wtf? FIRS 4? I thought you were working on the 2
14:43<andythenorth>FIRS 2 is old :P
14:45<Samu>I'd like to create a Pull Request of this
14:45<Samu>but... it's too big
14:45<Samu>it was one of my initial code
14:46<Samu>it has many stuff patched together, which should have been separate
14:47<Samu>how am I gonna decouple
14:49<@peter1138>Bah, I really need to make sure I commit with the right email :/
14:50<@peter1138>I even thought I had :/
14:52<DorpsGek_II>[OpenTTD/OpenTTD] JGRennison updated pull request #7082: Blitter line drawing improvements
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14:52<Samu>must organize myself first, to know what to decouple first
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14:56<@peter1138>You could check it out, then reset to the previous revision. Then you can do partial commits, on separate branches.
14:57<@peter1138>git gui allows you to pick individual chunks or lines rather than whole files.
14:59<nielsm>you can do that too with cmdline, it's just really annoying :P
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15:01*andythenorth learns about HP vs torque
15:01<DorpsGek_II>[OpenTTD/binaries-proxy] TrueBrain opened pull request #2: -Release: 1.0.0
15:04<TrueBrain>hmm ... empty release commits, or just tags
15:04<TrueBrain>do we have any preference?
15:06<TrueBrain>guess OpenTTD itself needs a commit to get things in the correct order etc
15:07<DorpsGek_II>[OpenTTD/binaries-proxy] TrueBrain closed pull request #2: -Release: 1.0.0
15:07<Eddi|zuHause>don't releases need some trivial changes anyway?
15:07<TrueBrain>what I just said :D So yeah ..
15:08<@peter1138>What's an "empty release commit"?
15:08<TrueBrain>git commit --allow-empty -m "-Release: 1.0.0"
15:08<TrueBrain>for some git repositories we will need that
15:08<TrueBrain>as they have no internal version number
15:08<@peter1138>Shouldn't we use tags?
15:08<+glx>but release commit was not empty, usually some fixed stuff in rev.cpp
15:08<TrueBrain>tags cannot contain changes
15:09<+glx>to indicate it's a release
15:09<@peter1138>Commit changes, then tag it.
15:09<TrueBrain>glx: in case of binaries-proxy, it will be an empty commit
15:09<TrueBrain>but I guess it is more verbose (and consistent) if we just make a commit for a release in all repositories
15:11<@peter1138>JGR having fun with C++11 in the OS X stuff.
15:13<+glx>our OSX stuff works ;)
15:14<DorpsGek_II>[OpenTTD/binaries-proxy] TrueBrain opened pull request #3: Add: [AzurePipelines] also build when creating a tag
15:15<TrueBrain>Azure is a bit slow today
15:16<DorpsGek_II>[OpenTTD/binaries-proxy] glx22 approved pull request #3: Add: [AzurePipelines] also build when creating a tag
15:16<DorpsGek_II>[OpenTTD/binaries-proxy] TrueBrain merged pull request #3: Add: [AzurePipelines] also build when creating a tag
15:16<TrueBrain>tnx glx :)
15:16<+glx>wow fast
15:16<+glx>page refresh wasn't even complete
15:17<TrueBrain>that might be because I already hit 'merge' with admin powers :D
15:17<TrueBrain>I was not expecting a review :( Sorry :D
15:17<TrueBrain>but I really do appreciate it :)
15:17<+glx>it was quick to review
15:17<DorpsGek_II>[OpenTTD/binaries-proxy] TrueBrain opened pull request #4: -Release: 1.0.0
15:17<TrueBrain>another one that is REALLY quick :P
15:18<supermop_work>andy, building materials, some goods, no ensp or fmsp
15:18<TrueBrain>this will be fun to see if this "just works"
15:18<supermop_work>food, maybe different types
15:19<DorpsGek_II>[OpenTTD/binaries-proxy] glx22 approved pull request #4: -Release: 1.0.0
15:19<+glx>was hard to read ;)
15:19<DorpsGek_II>[OpenTTD/binaries-proxy] TrueBrain merged pull request #4: -Release: 1.0.0
15:20<TrueBrain>okay, that was a big fail :D
15:20<TrueBrain>stupid GitHub :D
15:20<TrueBrain>GitHub doesn't like empty commits AT ALL :D
15:21<+glx>rebase ;)
15:21<+glx>(silly idea I know)
15:21<TrueBrain>that is the issue: I rebased :P
15:21<TrueBrain>rebase and squash both won't work, I guess
15:22<+glx>I meant rebase manually in master, the worst thing to ever think about
15:23<TrueBrain>you mean, outside a pull request?
15:23<+glx>yes something that should never happen
15:24<TrueBrain>let me try one more time to do this the proper way :P
15:24<DorpsGek_II>[OpenTTD/binaries-proxy] TrueBrain opened pull request #5: Release: 1.0.0
15:24<DorpsGek_II>[OpenTTD/binaries-proxy] TrueBrain merged pull request #5: Release: 1.0.0
15:24<TrueBrain>squashing does work :D
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15:25<+glx>oh no I was too late to approve
15:25<TrueBrain>sorry :P Even the CI was! :D
15:25<+glx>Can only approve open pull requests
15:25<+glx>nice error message :)
15:26<+glx>not surprising squashing works as it's just a new commit on top of master
15:27<TrueBrain>I could imagine that it didnt allow empty commits either
15:27<TrueBrain>but it does :D
15:27<TrueBrain>okay .. first production deployment ...
15:27<TrueBrain>lets see if that works as expected :D
15:27<TrueBrain>it does :D
15:29<andythenorth>release balloons
15:30<TrueBrain>some DNS issues .. lol .. oops :D
15:31<TrueBrain>forgot to delegate :D
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15:35<TrueBrain>I hate it when DNS cache negative results too long :(
15:39<DorpsGek_II>[OpenTTD/website] TrueBrain opened pull request #31: Fix: use proxy.binaries instead of direct CDN URL
15:41<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7081: Change: [Linkgraph] Pause the game when linkgraph jobs lag (#6470)
15:41<TrueBrain>right .. that should now work .. I think :D
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15:44<DorpsGek_II>[OpenTTD/website] TrueBrain opened pull request #32: Add: [AzurePipelines] also build when creating a tag
15:46<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7081: Change: [Linkgraph] Pause the game when linkgraph jobs lag (#6470)
15:47<TrueBrain>okay .. after those 2, I just have one minor thing left, which is to auto-trigger a new website build when a nightly is done, so it shows up on the website
15:47<TrueBrain>which sounds like a useful thing
15:47<TrueBrain>otherwise ... this might be able to go live this weekend, as far as my checklist goes :P
15:50<TrueBrain>after that, I can start moving more of the old infrastructure into the new :) but .. baby steps :)
15:50<DorpsGek_II>[OpenTTD/website] TrueBrain closed issue #21: Staging doesn't support IPv6
15:50<DorpsGek_II>[OpenTTD/website] TrueBrain merged pull request #31: Fix: use proxy.binaries instead of direct CDN URL
15:51<DorpsGek_II>[OpenTTD/website] TrueBrain merged pull request #32: Add: [AzurePipelines] also build when creating a tag
15:53<TrueBrain>andythenorth: 100 commits in website repository :D
15:53<andythenorth>more than 9000
15:58<TrueBrain>@all: please check out, see if you can find anything wrong
15:58<TrueBrain>you have .. 4 days to report those before it goes live, I guess :P
15:59<andythenorth>no 404s
15:59<TrueBrain>glx: can you check if IPv6 works as expected? (including downloading of a nightly and stable (both!))
15:59<+glx>but it's openttd 404
16:00<@peter1138>I downloaded a nightly.
16:00<+glx>with IPv6
16:00<@peter1138>Dunno if it used IPv6 or not.
16:00<TrueBrain>the URL above?
16:00<+glx>blame kvirc, it pasted the comma
16:01<TrueBrain>andythenorth: only 2 mistakes; sounds not too bad, honestly
16:01<+glx>platform detection is correct
16:02<andythenorth>TrueBrain: neither are showstoppers, pre-existing issues
16:02<TrueBrain>andythenorth: possibly add them to an issue
16:02<TrueBrain>so if someone wants to fix it, they can
16:02<+glx>and download passed
16:05<TrueBrain>tnx glx :)
16:05<DorpsGek_II>[OpenTTD/website] nikolas opened pull request #33: Add a handful of spelling fixes found with codespell
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16:06<nielsm>hm changelog link for nightly gives me a file download instead of showing the txt in browser
16:07<nielsm>maybe that depends on which mirror you're sent to?
16:07<TrueBrain>nielsm: yeah .. the new CDN does that
16:08<TrueBrain>not sure what to do about it just yet
16:08<TrueBrain>everything is set correctly, but still .. it mostly downloads the file
16:08<DorpsGek_II>[OpenTTD/website] LordAro approved pull request #33: Add a handful of spelling fixes found with codespell
16:08<TrueBrain>LordAro: please don't merge
16:08<DorpsGek_II>[OpenTTD/website] TrueBrain commented on pull request #33: Add a handful of spelling fixes found with codespell
16:09<TrueBrain>I wanted the commit message a bit different; but squashing can do that :D
16:09<LordAro>wasn't planning on it
16:09<LordAro>have consumed far too muxh alcohol
16:09<DorpsGek_II>[OpenTTD/website] nikolas commented on pull request #33: Add a handful of spelling fixes found with codespell
16:10<TrueBrain>lol :)
16:10<TrueBrain>celebrating on a tuesday? living the life!
16:10<LordAro>it's been a somewhat frustrating day :p
16:10<LordAro>but tuesday pub is fairly regular for me :)
16:11<TrueBrain>nielsm: found it ... I did plain/text, instead of text/plain
16:11<TrueBrain>oops :D
16:12<nielsm>plain content of the text kind
16:13<TrueBrain>there we go
16:13<TrueBrain>that is a lot better :)
16:15<TrueBrain>keep finding those tiny issues plz :)
16:20<nielsm>nah. good night :)
16:21<TrueBrain>yeah, same :)
16:21<TrueBrain>tnx for the help with testing all :)
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16:25<supermop_work>andythenorth: could also have secondary manufacturing
16:26<andythenorth>ideas for cargos?
16:26<supermop_work>assembling processed materials and components into finished or near finished good for domestic use and export
16:26<supermop_work>no oil, but fine chemicals
16:27<supermop_work>(tha one is iffy because many cities without heavy industry do still have some refining nearby)
16:28<supermop_work>chemicals, plastic, fuels, stock metals, fish, produce, sub assemblies as inputs
16:28-!-nielsm [] has quit [Ping timeout: 480 seconds]
16:29<supermop_work>food, beer, goods, finished machines, bdmt, other sub assemblies as outputs
16:29<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened pull request #7084: Change: AI/GS Config GUI overhaul
16:30<Samu>forgive me
16:30<Samu>I know I shouldn't PR
16:30<supermop_work>heavy equipment to go into buildings or utilities
16:30<Samu>but... I need to start
16:30<andythenorth>I have a mostly-complete design for a heavy chemicals economy
16:30<andythenorth>but that's not the urban one :)
16:30<supermop_work>i am not sure if coal to power plant is needed
16:30<supermop_work>because its pretty boring
16:31<andythenorth>I tried one with cheese, coffee, flour, white goods, toys etc
16:31<DorpsGek_II>[OpenTTD/OpenTTD] JGRennison updated pull request #7082: Blitter line drawing improvements
16:31<andythenorth>but delivering to towns is just super boring
16:31<supermop_work>by turbines and transformers to power plants and substations might be better
16:31<andythenorth>cargo -> towns is very flawed in OpenTTD currently
16:32<supermop_work>andythenorth: well as i said last night, its just set dressing / back ground for passenger games
16:32<Samu>I'm also interested in knowing if it currently builds or not
16:32<supermop_work>and so i dont have my metropolis sprawling around weird industries that look like they should be in the middle of no where
16:33<milek7>Samu: only 15 AIs? :)
16:33<Samu>i still have your patch here
16:33<Samu>200 something companies, i forgot
16:34<Samu>commit checker already failed
16:34<andythenorth>supermop_work: clean industries, in towns? o_O
16:34<supermop_work>tbh contains -> container terminal chain would be fine
16:34<andythenorth>tend not to have heavy rail connections :P
16:35<andythenorth>well intermodal does, but not, e.g. light manufacturing
16:35<supermop_work>dirty is fine, just not like a pig farm surrounded on all sides by high rises
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16:38<Samu>Linux linux-amd64-clang-3.8 usually likes to expose some warnings that I don't see on visual studio
16:38<@peter1138>clang is good for warnings.
16:38<@peter1138>You could try using it :p
16:39<LordAro>peter1138: we'd have to teach Samu how linux works
16:39<@peter1138>Oh gods
16:39<LordAro>though i think clang can work with windows these days? maybe?
16:40<LordAro> i knew i saw something about it
16:41<DorpsGek_II>[OpenTTD/OpenTTD] JGRennison updated pull request #7083: Codechange: [Linkgraph GUI] Replace line visibility detection algorithm
16:43<Samu>warning: comparison of integers of different signs: 'int' and 'unsigned long'
16:43<Samu>what's a long?
16:44<Samu>it's an integer
16:44<Samu>but never heard it before
16:44<Samu>or maybe i have, but... why the warning
16:44<milek7>int is signed by default
16:44<Samu>ah, uint will suffice?
16:47<DorpsGek_II>[OpenTTD/OpenTTD] JGRennison updated pull request #7083: Codechange: [Linkgraph GUI] Replace line visibility detection algorithm
16:49<DorpsGek_II>[OpenTTD/OpenTTD] JGRennison updated pull request #7083: Codechange: [Linkgraph GUI] Replace line visibility detection algorithm
16:52<Samu>oh, it's a int32
16:52<Samu>erm, no uint32
17:07<DorpsGek_II>[OpenTTD/OpenTTD] nikolas opened pull request #7085: Fix: Remove duplicate French and Slovak town names
17:08<Samu>for (slot; slot < MAX_COMPANIES; slot++) {
17:09<Samu>statement has no effect
17:09<Samu>that's what I want
17:09<Samu>take whatever the value slot currently is
17:09<Samu>how do I solve this?
17:10<milek7>just nothing
17:10<milek7>for (; slot < MAX_COMPANIES; slot++) {
17:11<Samu>i see
17:17<acklen>does this compile? for (slot; slot < MAX_COMPANIES; slot++) {
17:17<Samu>but with warning in linux gccc dude
17:24<Samu>MacOS Job is too scary to look at
17:25<andythenorth>mac compile of master throws boatloads of warnings
17:25<andythenorth>it's not new
17:26<DorpsGek_II>[OpenTTD/OpenTTD] Simons-Mith commented on issue #7037: Smarter random town names
17:27<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7084: Change: AI/GS Config GUI overhaul
17:30<Samu>commit checker failed again?
17:31<Samu>but how? I just removed those whitespaces
17:33<+michi_cc>Samu: Each commit has to validate on it's own. You must amend the offending commit and not make a second one.
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17:33<DorpsGek_II>[OpenTTD/OpenTTD] orudge commented on issue #6173: Add support for SDL2
17:35<Samu>ah, i see, must rebase -i and make edits to the first one
17:35<Samu>or fixup?
17:36<Samu>rebase -i, fixup will do?
17:37<Samu>gonna try fixup
17:40<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7084: Change: AI/GS Config GUI overhaul
17:42<Samu>Linux commit-checker
17:42<Samu>thank u
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17:51<Samu>how do I remove an unused string?
17:51<Samu>only need to remove it from english.txt?
17:52<Samu>must - Get rid of unused string STR_AI_CONFIG_HUMAN_PLAYER.
17:54<LordAro>Samu: separate commit, remove from all language files
17:55<Samu>oh, so it doesn't remove automatically for me?
17:56<Samu>tedious task
18:00<Samu>find options, use regular expressions, build expression, hmm and now what to pick?
18:02<Samu> let's see
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18:29<Samu>that was easier than expected
18:29<Samu>replaced with
18:31<Samu>it left an empty line... i fail
18:46<@planetmaker>@seen adf
18:46<@DorpsGek>planetmaker: I have not seen adf.
18:46<@planetmaker>@seen adf88
18:46<@DorpsGek>planetmaker: adf88 was last seen in #openttd 1 year, 19 weeks, 1 day, 7 hours, 32 minutes, and 36 seconds ago: <adf88> classic Windows keyboard is nicer :p
18:46<@planetmaker>hm :(
18:48<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7084: Change: AI/GS Config GUI overhaul
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18:53<DorpsGek_II>[OpenTTD/OpenTTD] nikolas commented on issue #6173: Add support for SDL2
19:00<+glx>Samu: maybe too late but ^.*STR_AI_CONFIG_HUMAN_PLAYER.*$ should get the whole line
19:02<Samu>yeah, too late
19:07<+glx>you used the export scripts ?
19:15<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7084: Change: AI/GS Config GUI overhaul
19:16<Samu>export scripts? no, what is that?
19:17<Samu>Edit > Find and Replace > Replace in Files
19:17<Samu>went here on visual studio
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19:18<+glx>I mean squirrel_export and generate_widget
19:19<Samu>manual edit
19:19<Samu>a long long time ago
19:30<+glx>using the scripts I get the same src/script/api changes than your manual edits
19:31<+glx>(generate_widget is not runnable in current master)
19:32<+glx>but you can run squirrel_export.vbs yourself, it's better to use "cscript squirrel_export.vbs" if you don't want to be assaulted by message boxes in case many changes happen
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21:17<DorpsGek_II>[OpenTTD/OpenTTD] nikolas opened pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
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22:53<DorpsGek_II>[OpenTTD/website] claman commented on issue #25: Many hardcoded URLs
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---Logclosed Wed Jan 23 00:00:33 2019