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#openttd IRC Logs for 2019-01-24

---Logopened Thu Jan 24 00:00:34 2019
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01:19<DorpsGek_II>[OpenTTD/OpenTTD] btzy updated pull request #7080: Change: Cache stations and links for whole map for linkgraph GUI to eliminate delay when scrolling or zooming
01:25<DorpsGek_II>[OpenTTD/OpenTTD] btzy updated pull request #7080: Change: Cache stations and links for whole map for linkgraph GUI to eliminate delay when scrolling or zooming
01:26<DorpsGek_II>[OpenTTD/OpenTTD] btzy commented on pull request #7080: Change: Cache stations and links for whole map for linkgraph GUI to eliminate delay when scrolling or zooming
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02:13<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7082: Blitter line drawing improvements
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02:17<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7082: Blitter line drawing improvements
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02:29<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7083: Codechange: [Linkgraph GUI] Replace line visibility detection algorithm
02:43<andythenorth>is silly
03:16<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7084: Change: AI/GS Config GUI overhaul
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04:43<Pikka>isn't it
05:01<DorpsGek_II>[OpenTTD/OpenTTD] JGRennison commented on pull request #7082: Blitter line drawing improvements
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05:13<DorpsGek_II>[OpenTTD/OpenTTD] JGRennison updated pull request #7082: Blitter line drawing improvements
05:36<Pikka>probably, andythenorth
05:53<andythenorth>yeah, I'm inclined to agree
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06:06<Borg>is Company Statue is not counted for Oil Rigs?
06:07<Borg>hmm right! it should NOT
06:07<Borg>because Oil Rig is neutral
06:07<Borg>mystery solved
06:09<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7082: Blitter line drawing improvements
06:11<DorpsGek_II>[OpenTTD/OpenTTD] PeterN approved pull request #7082: Blitter line drawing improvements
06:12<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7082: Blitter line drawing improvements
06:17<andythenorth>can't believe it's lunchtime already :o
06:18<@peter1138>It's not quite :p
06:21<@peter1138>Might be cuppa time, though.
06:24<andythenorth>mac + cheese
06:25<@peter1138>A cup of macaroni cheese, eh?
06:25<andythenorth>if a cup is also a bowl, yes
06:27<@peter1138>Can be!
06:27<@peter1138>It's good enough for a cup-a-soup...
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06:29<Gabda>is there a code editor that shows the documentation texts of the functions, when as mouseover text when I select a use of that function somewhere in the code?
06:32<Gabda>there are format strings in the documentatios, so I assume something display those texts
06:35<Eddi|zuHause>most IDEs nowaday should be able to do that
06:39<@peter1138>Not sure what IDEs people use for OpenTTD.
06:39<@peter1138>I'm still using vim.
06:40<andythenorth>"what's an IDE" :P
06:40<andythenorth>text ed
06:40<Borg>guys.. help. GRF.. arytmetic... its normal standard x86 one? right?
06:40<Borg>for callback results.. I see info that sign is bit14.. but its just informative?
06:41<@peter1138>Borg, er, what's the actual question?
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06:41<Borg>still -1 ix 0xFFFF (16bit) and not 0x4001 ?
06:42<@peter1138>You can't return 0xffff.
06:42<Borg>I know
06:42<Borg>callbacks results are limited to 14 bits
06:42<Borg>15 bit.. is reserved for.. callback result or jump
06:43<Borg>but now.. I want to return negative values
06:43<Borg>and I see note in callback results.. that sign is 14 bit...
06:43<Borg>I know architectures.. where there is ACTUAL sign bit
06:43<Borg>x86 doesnt have one
06:43<Borg>too hard question and I should go RTFS?
06:44<@peter1138>bit 15 (counting from 0) leaves you with 15 bits for the result, not 14.
06:44<@peter1138>(Caveat that grfv7 has some reserved values)
06:44<Borg>I want to use nvar=0 actually
06:44<@peter1138>In a 15 bit value, 7fff would be -1
06:44<@peter1138>Why would you think it's 4001?
06:44<Borg>so its normal x86
06:45<Borg>because if you have sign bit.. its completly different
06:45<@peter1138>normal two's complement
06:45<@peter1138>the sign bit is in the value
06:45<@peter1138>if it's set, it's negative.
06:45<Borg>there is no sign bit in x86 :)
06:46<Borg>okey. anyway. problem solved. thx
06:46<@peter1138>i think you are wrong there
06:47<@peter1138> < page 34
06:47<@peter1138>but that's not really relevant
06:49<Borg>ih.. its ages when I done x86 assembly
06:49<Borg>but.. its not that..
06:49<Borg>I think..
06:49<Borg>x86 values does not have sign
06:49<@peter1138>That's literally the sign flag, set in the CPU's status register depending on the last op.
06:50<@peter1138>Sure they do. It's bit 15 in a 16 bit value, for example.
06:50<Borg>but.. its completly optional
06:50<@peter1138>It always is.
06:50<Borg>the beauty of x86 is that is irravelant
06:50<Borg>for basic add/sub
06:50<@peter1138>If bit 15 is set, then the sign flag will be set.
06:50<Borg>thays why 0x80 can be 128 or -128
06:50<@peter1138>That depends if you are treating your value as signed or unsigned.
06:51<@peter1138>Maybe you are not using the right terminology.
06:51<Borg>thats why x86 doesnt have sign..
06:51<@peter1138>It does have sign.
06:51<Borg>some architectures actually can reserve bit for sign :)
06:51<@peter1138>Whether it is signed or not depends how your code uses it, not on the CPU.
06:51<@peter1138>That must be pretty rare and obsolete.
06:51<Borg>yep.. its rare
06:52<Borg>but ok.. I probably went too far away w/ it..
06:52<@peter1138>Two's complement has been the standard since... forever.
06:52<Borg>TTD was developed in DOS for x86
06:52<Borg>and I should use it as reference
06:52<@peter1138>No, you should use the specs as your reference.
06:52<@peter1138>x86 is irrelevant.
06:53<Eddi|zuHause>two's complement has been the standard for so long, they considered putting it in the C standard instead of leaving it undefined
06:53<Borg>thats why wording in newgrf worring me
06:53<Eddi|zuHause>i've never ever seen an architecture not using two's complement
06:54<@peter1138>In a 16 bit signed value, bit 15 is the sign bit.
06:54<@peter1138>I don't understand what's confusing :p
06:55<@peter1138>"x86 doesn't have a sign bit" ... it's that register at that moment that has the sign bit.
06:55<Borg>read Signed Magnitude representation
06:55<Borg>thats what I was talking about
06:55<@peter1138>We're not using calculator's visual output, here...
06:56<@peter1138>I guess two's complement is so standard, nobody ever considered documenting in the specs that it is still two's complement :p
06:57<@peter1138>We don't use binary coded decimal either.
06:57<Borg>so.. as I said.. doing x86 as reference is good enough
06:57<Borg>anyway.. back to grf coding..
06:58<@peter1138>(Except that, conveniently, 0x50 = 80km/h = 50mph)
06:58<Eddi|zuHause>no, but we use "4-byte strings as uint"
06:59<Gabda>is there a reason that in sortlist_type the sortable list (GUIList) has GUI in it?
07:00<@peter1138>It was written for GUI code originally, I suppose.
07:00<Gabda>can it be used for other pusposes than displaying a sorted list on the screen?
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07:01<@peter1138>Maybe. It was written with GUI in mind such that the list be cached when possible.
07:01<Gabda>or there is a hidden restriction?
07:03<Gabda>ok, if there is no obvious restriction, I will try to use it
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07:05<@peter1138>Yeah, probably better to use the existing function (even if it's misnamed?) than inventing more code.
07:06<Gabda>abd the sorter behind it seems nice
07:30<Borg>! *00 0B 01 0B 00 01 02 03 04 05 06 07 08 09 0A 1A 02
07:30<Borg>if I specify more that 1 ? how that should to work.. this one doesnt work
07:30<Borg>I want to change 1 property of 11 cargos
07:31<Borg>1A 02 is custom rating calc CB
07:32<@peter1138>Id "The Vehicle ID of the first vehicle or station to change. If num-info is greater than one, this vehicle/station and the following vehicles/stations will be changed. "
07:32<Borg>but what about props? I should do num-id * num-props?
07:33<@peter1138>"Each property byte is followed by <num-info> new-info sections"
07:34<Eddi|zuHause>num-info > 1 goes through each consecutive ID
07:34<Borg>so its easier to actually split it
07:34<Eddi|zuHause>for (i=id; i<id+num_info; i++)
07:35<@peter1138>It's easier to use nml ;)
07:35<Borg>because I still dont get it.. why this one does not work
07:35<Eddi|zuHause>i wasn't going to open that can of worms :p
07:35<Borg>peter1138: haha ;) nah.. im fine w/ my own NFO system.. works pretty well
07:36<@peter1138>I don't know what "! *" means in your input.
07:36<Borg>I have ruby script that does sprite number and size calculations
07:36<Borg>also.. rewriting it to NML would be nightmare..
07:36<Borg>I already rewritten it to support opcode mnemonics
07:37<Eddi|zuHause>you know there's nforenum?
07:37<Borg>oh.. nope..but IRC is better imo? :)
07:37<Borg>is there nfo channel? ;)
07:37<@peter1138>So you wrote: action 00, feature 0B, num-props 01, num-info 0B, Starting at ID 00, changing property 01, value for first ID 02, value for second ID 03 ... etc, etc...
07:37<Borg>peter1138: yeah...
07:38<Borg>at least its how I understood newgrf specs..
07:38<Borg>u specifify n IDs.. and then props they will be changed for..
07:38<@peter1138>12:31 < Borg> 1A 02 is custom rating calc CB
07:38<Borg>property 1A.. bit2 set
07:38<@peter1138>Borg, that's not what I wrote.
07:38<@peter1138>You only specify 1 ID.
07:39<@peter1138>You specify the value multiple times.
07:39<@peter1138>Ah, sorry assumed the value was a byte, if it's two bytes, then you've not got enough values, and the first value would be 0x0302
07:39<Borg>value of what?
07:40<Borg>its the only thing I dont get in NFO :D
07:40<Borg>I never managed to set properties for multiple objects.. it never worked
07:40<@peter1138>value. the value of the property you want to set
07:40<Borg>okey.. but lets read it again
07:41<Borg>Id: The Vehicle ID of the first vehicle or station to change. If num-info is greater than one, this vehicle/station and the following vehicles/stations will be changed.
07:41<Borg>its all right.. when num-info is 1
07:41<Borg>to my understanding.. if you have num-info > 1 u have to specify multiple IDs.. like list..
07:41<@peter1138>No, you always specify one ID, the rest are sequential from there.
07:41<@peter1138>12:37 <@peter1138> So you wrote: action 00, feature 0B, num-props 01, num-info 0B, Starting at ID 00, changing property 01, value for first ID 02, value for second ID 03 ... etc, etc...
07:41<@peter1138>As I wrote but you didn't seem to understand either.
07:42<@peter1138>Feature 0B (cargo) property 0B is "TextID for 1 unit of cargo"... so where are you getting custom rating calc CB?
07:42<Borg>so what it means if num-info > 1 following stations/vehicles will be changed?
07:43<@peter1138>If you specify ID 00, and num-info is 3, then you will be setting the value for IDs 00, 01, and 02.
07:43<Borg>where that folling IDs are specifed.. or they are calculated on fly?
07:43<@peter1138>They are SEQUENTIAL.
07:43<@peter1138>The IDs following the first ID.
07:43<Borg>someone need add comment there.. that its calculated on fly!
07:43<Borg>now is all clear :) lets try
07:44<@peter1138>It's specified that you provide the first ID only.
07:44<Borg>yeah.. but adding (calculated on fly). would be good too :D
07:45<Borg>no is all clear
07:45<@peter1138>Oh yes, ignore my text thing, I was misinterpreting too :p
07:46<Borg>yep! it doesnt work either :(
07:46<@peter1138>You need something like 00 0B 01 0B 00 1A 02 02 02 02 02 02 02 02 02 02 02
07:46<@peter1138>And you also need nforenum.
07:46<Borg>what is 02 02 02 at the end?
07:46<@peter1138>That's the value you are setting.
07:46<Borg>dammit.. its more complicated that I tought
07:47<@peter1138>"Each property byte is followed by <num-info> new-info sections. "
07:47<Pikka>reconsider changing to nml? :P
07:47<Borg>Pikka: howdy!!! :)
07:47<Borg>Pikka: no need to :) really.. this is last thing to be sorted out in NFO..
07:47<Borg>everything works good
07:47<Borg>as I said.. I can always do copy pasta
07:48<Borg>and I will do it! since this thing is completly illogical to me
07:48<Borg>Pikka: part of NFO code for rating calc:
07:48<@peter1138>There's a reason nml was developed.
07:48<Borg>! *02 0B 01 gw pcl B0 avs FF 00 add pcl B1 avs FF 00 add
07:48<Borg> FF FF
07:48<Eddi|zuHause>that's why people don't code in NFO anymore
07:48<Borg>fuuckl :(
07:48<@peter1138>NFO is very low level, based on TTDPatch internals.
07:48<Borg>lets use pastebin
07:49<Pikka>who doesn't code in nfo any more, Eddi|zuHause?
07:49<@peter1138>Anyway, thanks for that diversion, my lunch is now at a more reasonable time ;)
07:49<Eddi|zuHause>you know, people
07:49<Eddi|zuHause>no sane people code in nfo
07:49<@peter1138>Looks like giberish to me :-)
07:50<Pikka>that explains a lot, eddi
07:50<Eddi|zuHause>well, it is gibberish, that's why it doesn't work :p
07:50<Borg>it works :D
07:50<Borg>and mnemonics are easy to remember
07:50<Borg>pcl is procedure call.
07:50<Borg>gw -is generic word access type
07:50<Borg>avs is advanced variable shift :)
07:50<Borg>etc etc
07:51<Eddi|zuHause>for now there is only one single person in the world for whom it is "easy"
07:52<@peter1138>I'd go with NML, yes.
07:53<Borg>okey.. I did copy&paste.. GRF loads
07:53<Borg>lets test!
07:54<Borg>and it workz!!! :D
07:56<Borg>Pikka: so? you switched to NML too?
07:56<Pikka>no, I'm insane
07:57<Borg>Pikka: so you might be interested in my grfix.rb ;)
07:58<Eddi|zuHause>very unlikely
07:58<Eddi|zuHause>because he knows about nforenum
07:58<Borg>sure.. if Pikka remember all hex opcodes :) then no problem
07:59<Eddi|zuHause>there's escape sequences, you know?
07:59<Borg>Eddi|zuHause: yeah.. and except \d \w they are ugly as fuck :D
07:59<@peter1138>NFO is ugly as fuck.
08:00<Borg>well.. its not pretties too.. but aint that bad
08:02<@planetmaker>it reads to me like we have s/o here who re-invents nforenum ;)
08:02<Borg>Eddi|zuHause: also.. escape sequences doesnt cover everything
08:03<Borg>I added few extras
08:04<Borg> <- all stuff currently supported
08:05<Borg>it also does minimal sanity checks for act2
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08:56<Borg>my rating calculations does NOT work
08:56<Borg>I always get good rating..
08:56<Borg>I did RTFS.. and found this
08:56<Borg> if (HasBit(callback, 14)) rating -= 0x4000;
08:56<Borg>rating is int
08:56<Borg>and so.. 32bit value
08:59<Borg>lets do some calc
09:00<milek7>looks like fancy way to clear 14 bit
09:01<Borg>% ruby -e 'puts "%08X" % (-1&0x7FFF-0x4000)'
09:01<Borg>looks kinda.. wrong?
09:03<Borg>in CB 154 I am supposed to return negative value..
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09:06<Borg>it looks like that HasBit check should NOT happen at all
09:06<@peter1138>I guess it is 0x3fff
09:06<Borg>thats why I argued peter1138 about sign
09:06<Borg>3fff is maximal signed value for 15 bits
09:07<@peter1138>It's still two's complement.
09:07<@peter1138>I didn't read the spec :p
09:07<Samu>dropdown lists aren't a window?
09:07<Borg>peter1138: specs say: s long as you stay in the range -16384..16383).
09:08<Borg>% printf "%d\n" 0x3FFF
09:08<Borg>looks about wrong
09:08<@peter1138>So it is a 15 bit value or a 14 bit value...
09:08<Borg>0x8000 means callback have result
09:09<Borg>so.. .. its like result&0x7FFF|0x8000)
09:09<Borg>and u are supposed to get 15 bits from result
09:09<Borg>but.. my calc is wrong
09:09<@peter1138>154 are you sure?
09:10<Borg>sometimes I hate irssi
09:10<Borg>rating = GB(callback, 0, 14);
09:11<Samu>7F = 0111 1111
09:11<@peter1138>Ah, you mean CB 145
09:11<@peter1138>Not 154.
09:11<Borg>yeah.. sorry
09:11<Borg>% ruby -e 'puts "%08X" % (-1&0x3FFF-0x4000)'
09:11<Borg>okey. now is -1
09:11<Borg>so its all right
09:11<Samu>80 = 1000 0000
09:11<Samu>7F + 80 = FF
09:12<Eddi|zuHause>Borg: internally everything is treated as unsigned, so you need to sign-extend it, if you want to store it in a 16bit or 32bit int
09:12<Borg>or.. I am wrong again
09:12<Borg>lets see GB macro
09:13<Samu>peter1138 help me fix this
09:13<Eddi|zuHause>sign-extend means: if (highest original bit set) {set all higher bits} else {unset all higher bits}
09:13<Samu>i want to close WC_QUERY_STRING on ai parameters that just became invisible
09:14<Samu>to fix
09:15<Borg>okey.. so calc looks about right...
09:15<@peter1138>I mean, it's possible it's been wrong since forever, but...
09:16<Borg>return (x >> s) & (((T)1U << n) - 1);
09:16<Eddi|zuHause>i think the specs were never really meant to work for signed
09:16<Borg>I wonder if -1 is right here
09:16<Borg>its wrong again then
09:16<Borg>ahh its ok
09:16<Eddi|zuHause>Borg: test again for positive numbers
09:16<Borg>im tired already
09:17<Borg>Eddi|zuHause: ok.. I will return 0
09:17<@peter1138>Eddi|zuHause, this is existing code, so it should work.
09:17<Borg>instead of negative in my CB
09:17<@peter1138>Not something Borg is adding.
09:17<Borg>yeah.. im coding GRF.. CB 145
09:17<@peter1138>CB 145 doesn't take a signed value?
09:18<@peter1138>Or I haven't read it enough.
09:18<@peter1138>It's quite verbose.
09:18<Borg>CB 145 takes 2 params... 18 in form ssaaaatt
09:18<@peter1138>The callback allows you to replace the first three components (days since last pickup, amount waiting and max. speed of last vehicle) in the calculation above. If your callback succeeds, the first three components are skipped and the returned value is used instead their results. Bit 14 is considered the sign bit, so you can return negative numbers (and need not to worry about calculated callback
09:18<@peter1138>results yielding a negative result, as long as you stay in the range -16384..16383). During the callback, variable 18 has the value ssaaaatt, where
09:18<Borg>so its straign forward
09:18<@peter1138>So yeah, it's meant to be a signed value.
09:18<@peter1138>14:16 < Eddi|zuHause> i think the specs were never really meant to work for signed
09:18<Borg>I wonder why my rating are so damn high then
09:18<@peter1138>Is clearly wrong :D
09:20<Borg>okey, lets add shortcut..
09:20<Borg>to see if bug is in my calc
09:21<Samu>aha, i knew there was another window
09:22<Borg>hmm.. now rating drops
09:22<Borg>but behavior is weird..
09:22<Eddi|zuHause> /* Simulate a 15 bit signed value */
09:22<Eddi|zuHause> if (HasBit(callback, 14)) rating -= 0x4000;
09:23<Eddi|zuHause>so what is the problem again?
09:23<Borg>Eddi|zuHause: no problem.. all works as it should
09:23<Borg>I got confused
09:23<Borg>too much binary operations
09:24<Borg>% ruby -e 'puts "%08X" % (-50&0x3FFF-0x4000)'
09:26<Eddi|zuHause>"Bit 14 is considered the sign bit" is a bit ambiguous
09:26<Eddi|zuHause>it should mention 2-complement there
09:26<Borg>hmm I just also realised that there will be problem w/ -1 value
09:27<Borg>static const uint CALLBACK_FAILED = 0xFFFF;
09:27<Borg>so return -1 as signed value.. means.. callback failed?
09:27<Eddi|zuHause>because -1 is 0x3FFF
09:27<Eddi|zuHause>0x3FFF != 0xFFFF
09:28<Borg>wait.. how come?
09:28<@peter1138>Callback failed is checked at a different stage.
09:28<Eddi|zuHause>that's why callbacks are only 15 bits, the 16th bit means "callback failed"
09:28<Eddi|zuHause>there's a separate "if (callback != CALLBACK_FAILED) {"
09:29<Borg>so there is somewhere result &= ~0x8000 in code?
09:29<Eddi|zuHause>the values between 0x3FFF and 0xFFFF can never be returned
09:29<Borg>Eddi|zuHause: noo?!! stop bullshitng me :D
09:29<Borg>this->result &= ~0x8000;
09:30<Borg>src/newgrf_spritegroup.h: this->result &= ~0x8000;
09:30<@planetmaker>@base 16 10 3fff
09:30<@DorpsGek>planetmaker: 16383
09:31<@planetmaker>@base 16 10 7000
09:31<@DorpsGek>planetmaker: 28672
09:31<Borg>yeah.. so return -1 is no problem
09:32<Borg>okey.. back to my GRF.. all seems good in OpenTTD code.. there must be a bug in my GRF then
09:32<@planetmaker>@base 2 16 010000000000000
09:32<@DorpsGek>planetmaker: 2000
09:32<Eddi|zuHause>Borg: i don't think that code is relevant to your problem
09:32<@planetmaker>@base 2 16 0100000000000000
09:32<@DorpsGek>planetmaker: 4000
09:32<Borg>Eddi|zuHause: thats.. completly different story :)
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09:33<Borg>now I AM puzzled!!!
09:33<Eddi|zuHause>Borg: dumb question: did you set the callback flag so the callback is called at all?
09:33<Borg>I returned 80 FF in callback.. and now my rating is stuck at 60%
09:33<Borg>yes it is.. because station rating is manipulated
09:34<Borg>for now.. its too high
09:34<Samu>... that face when i can crash openttd in debug mode but not in release mode...
09:34<@planetmaker>80FF > 3FFF, thus undefined or failed?
09:34<Borg>planetmaker: it should not matter.. there should be no cmp in callbacks!! only bit operations
09:34<Borg>like & 0x8000
09:34<@planetmaker>yeah. so fail
09:35<Borg>okey.. lets turn 0... 0x8000
09:35<@planetmaker>@calc 0x80ff & 0x8000
09:35<@DorpsGek>planetmaker: Error: Something in there wasn't a valid number.
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09:35<@peter1138>Did I hear that someone was going to get OpenTTD on Steam?
09:36<Eddi|zuHause>orudge or it didn't happen.
09:36<Borg>ok.. confirmed.. something is broken in OpenTTD CB result handling
09:36<Borg>hope its only for CB 145
09:36<Borg>when I return 0 (0x8000)
09:36<Borg>station rating drops flat...
09:37<Borg>when I return -128 (0x8080)
09:37<Borg>station rating stuck at 60%
09:37<Borg>lets rerun to confirm
09:37<@planetmaker>I guess you might have heard that
09:38<Borg>now.. lets do RTFS again.. why this might happen
09:38<Borg>let me paste GRF code as well
09:38<Borg>what I aim doing
09:39<Samu>chat is busy :|
09:39<Eddi|zuHause>i don't think anyone gets what you're doing
09:39<Eddi|zuHause>that includes yourself, most likely
09:40<@planetmaker>Borg, -128 must be 0x4080, IIRC
09:40<@planetmaker>the first bit is the CB_FAILED flag
09:40<@planetmaker>(and that's why 0x3FFF is max
09:40<Borg>planetmaker: how did you came w/ 0x4080 ?
09:41<@planetmaker>15 bit... 15th is sign. Not 16th
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09:41<Borg>planetmaker: no.. u are wrong
09:41<Borg>first... bits are from 0.. ok?
09:41<@planetmaker>then decrement my statement by one
09:41<Borg>so.. 16bit value we have 0 15. but 15 bit.. means result (not jump to another VA2)
09:42<Borg>so.. to return negative values... I need to use bits 0 14.. + 15bit set as result
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09:42<Borg>now please elaborate.. why not
09:43<@planetmaker>you have 15bit signed value. You do not touch the 16th bit (or 15 if you start counting with 0)
09:43<@planetmaker>and 0x8... touches the highest bit
09:43<@planetmaker>you must not do that
09:43<Borg>but I need to set it!!!!
09:43<Borg>to return CB result...
09:43<Borg>not to do another chained VarAct2
09:44<Eddi|zuHause>Borg: really, nobody should code in NFO
09:44<Borg>Eddi|zuHause: first.. if NFO spec is fucked up how u can be sure that NML compiler actually works?
09:45<Borg>99% time in OpenTTD we operate on unsigned values
09:45<Borg>this is first time in my GRF I need signed values
09:45<Borg>and boom! got slapped by them
09:45<Borg>I use PCLs... CB results.. chaining a lot..
09:45<Borg>I always do result|0x8000
09:45<Borg>to return any value
09:46<Borg>it works like a charm
09:46<Borg>so.. now I try to use signed stuff.. and it does not work
09:46<Borg>either I do it wrong.. or there is a bug
09:46<Eddi|zuHause>but you said "80 FF" earlier, which is... which value?
09:46<Borg>hence../ we have discussion
09:46<Samu>@calc 0x80ff
09:46<@DorpsGek>Samu: 33023
09:46<Borg>in 15bit
09:47<@planetmaker>0x8080 is not -128. It is 128. -128 is 0x4080 in 15 bit
09:47<Borg>planetmaker: lets see
09:47<Eddi|zuHause>it's 0xFF80 because of little endian
09:47<Samu>127 + 1 = -128
09:47<@planetmaker>oh, and that mess, yes
09:48<Eddi|zuHause>highest bit is discarded because of callback result
09:48<Eddi|zuHause>and then extended back, because of hacky sign treatment
09:48<Samu>@calc 0x80
09:48<@DorpsGek>Samu: 128
09:48<Samu>@calc 0x40
09:48<@DorpsGek>Samu: 64
09:49<Borg>yes.. OpenTTD is little endian
09:49<Borg>damn... damn damn
09:49<Eddi|zuHause>Borg: so, have you tried printf to see what "rating" is immediately after the callback handling?
09:49<Borg>Eddi|zuHause: if callback results is 00 80
09:50<Borg>rating goes to 0
09:50<Borg>because rating is clampled 0,255
09:50<Borg>but if result is 80 FF
09:50<Borg>rating is stuck at 60%
09:50<Borg>w/ is wrong.. but I understand why
09:50<Eddi|zuHause>in station_cmd.cpp:3326, add a printf?
09:50<Borg>80 is excaly 50% rating.. in 0,255
09:50<Borg>sign got lost
09:51<Borg>Eddi|zuHause: I cant compile OpenTTD myself :/
09:51<Eddi|zuHause>Borg: have test grf?
09:51<Borg>im trying to do planetmaker calc to prove or not prove that -128 in 15% is 0x4080
09:52<Borg>Eddi|zuHause: sure I can give you one
09:52<Borg>hold on...
09:53<@planetmaker>Borg, for what it's worth: the station rating callback seems to work with nml for FIRS ;)
09:53<Borg>I return 80 FF right now
09:53<Borg>for all cargos
09:53<Borg>planetmaker: really? ;)
09:54<Borg>well.. I can have work around.. like clamp myself o 0 255 before returning
09:54<@planetmaker>at least it presumably does what andy wants it to do
09:54<Eddi|zuHause>man, i haven't started openttd in so long, "b[pgup]" doesn't result in "bin/openttd &" anymore
09:56<Samu>how do i explain in a bug report that a crash only happens in debug mode?
09:56<@peter1138>"this crash only happens in debug mode"
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09:56<Samu>and that in release mode there's no crash
09:56<Borg>Eddi|zuHause: dont bother.. problem solved!!!!
09:56<@planetmaker>"it doesn't happen in release mode" ;)
09:56<Samu>but it still sets the value
09:56<Borg>RTFS!! ftw!
09:57<Borg>* Old style callback results (only valid for version < 8) have the highest byte 0xFF so signify it is a callback result.
09:57<Borg>* New style ones only have the highest bit set (allows 15-bit results, instead of just 8)
09:57<Borg>and I use old style GRF
09:57<Borg>so I am limited to 8bit only!
09:57<Borg>daaaaaaamn :D
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09:57<Samu>ok, gonna try fill in a report
09:57<Samu>it's gonna be a weird one
09:57<Eddi|zuHause>uhm, how old do you think old-style is?
09:57<Borg>this one was hard to nail :D
09:58<Borg>Eddi|zuHause: I use grf version 6
09:58<@planetmaker>we kinda should... hide the old style stuff
09:58<@planetmaker>!!! 6?!!! are you nuts?
09:58<@planetmaker>use 32
09:58<Borg>dunno.. I found it esier
09:58<Borg>no cargo translation tables.
09:58<@planetmaker>well... grf v8 and nfo v32
09:59<Eddi|zuHause>nobody should ever need to use grf version 6
09:59<Borg>and some other things were easier..
09:59<@peter1138>easier ... less features ... less compatibility ...
09:59<@planetmaker>no support for anything <7.
09:59<Eddi|zuHause>does grfv6 then even have callbacks >100?
10:00<Borg>they work
10:00<@planetmaker>we should really start deprecating grf versions
10:00<@planetmaker>so we can get rid of old cruft. And make maintenance and extensions easier
10:00<Borg>I use quite a lot >FF CBs here and there
10:00<Eddi|zuHause>planetmaker: but... DBSet... (non-XL)...
10:00<@planetmaker>you know my stance
10:01<@planetmaker>old grf, old openttd ;)
10:01<@planetmaker>or better ... ttd
10:01<Borg>planetmaker: btw.. newest GRF version is 8
10:01<Borg>so 6 is not that old to me :D
10:02<@planetmaker>it is ... one to two *decades* old
10:02<Eddi|zuHause>Borg: grfv6 was already old when i started, about 12 years ago
10:02<@planetmaker>more two than one
10:02<Borg>damn... time fly fast.. ;)
10:02<Borg>anyway. thx for help guys
10:02<Borg>myster solved! I will clamp values myself
10:03<@planetmaker>Eddi|zuHause, exactly that xkcd :)
10:03<Borg>haha I love that xkcd :D
10:04<Eddi|zuHause>google doesn't have any results for "grfv6", except one that mentions "OpenTTD 0.3.3 Problem"
10:04<@planetmaker>indeed I've never had to use grf v6 and I'm in grf business for more than a decade...
10:04<Eddi|zuHause>and that is from 2004?
10:05<@peter1138>I recommend not using grfv6, Borg.
10:06<@peter1138>You don't, for instance, HAVE to use cargo translation tables, just because they are there...
10:06<@planetmaker>git log | grep 'v7'
10:06<@planetmaker> (svn r13855) -Fix [FS#2157]: Cargo type lookup was incorrect for GRFv7 files without a translation table.
10:06<@planetmaker>@revision 13855
10:06<Borg>planetmaker: hmmm
10:06<Eddi|zuHause>@openttd log 13855
10:06<Eddi|zuHause>does that even still work?
10:07<Eddi|zuHause>i guess it's trying to access the old svn
10:07<Eddi|zuHause>which isn't where it expects it to be
10:08<@planetmaker>Date: Mon Jul 28 06:16:34 2008 +0000
10:08<Borg>peter1138: well, for now I will stick w GRFv6.. I bet many things will break when I will switch to GRFv8
10:08<@planetmaker>by a certain peter...n
10:08<Eddi|zuHause>planetmaker: tried "grep -C3"?
10:08<Borg>I see a lot of GRFv7 comments in newgrf specs
10:09<@planetmaker>tried git log --grep
10:09<@peter1138>Must be old if it was still me doing NewGRF development...
10:09<@planetmaker>a decade ;)
10:11<Eddi|zuHause>these decades might start to get annoying
10:11<@planetmaker>how do you mean?
10:12<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened issue #7091: Dropdown menu can set value to a parameter of a different AI
10:13<Eddi|zuHause>Borg: anyway, negative values with 8bit callback results will never work, as the code that tries to sign-extend cannot know whether the result was 8 or 15 bits, and the place that would know, doesn't know it should be treated as signed
10:14<Borg>Eddi|zuHause: yep I know :) I clamp stuff in GRF directly now
10:14<Borg>pcl B2 avs FF 00 max aim \w0 min im \w255 00
10:14<Borg>will do
10:14<Eddi|zuHause>Borg: thus for 8-bit results, the range is 0..255, not -16k..16k
10:15<Eddi|zuHause>and also not -128..127
10:15<Borg>yeah.. now when mistery is solved.. its all easy again :D
10:15<@peter1138>You can't have a negative result, right?
10:16<Borg>peter1138: yeah.. thats why I used signed min and max
10:16<@peter1138>So you can't use grfv6 to do what you want.
10:16<Borg>will clamp it to 0..255
10:16<Samu>Expression: can't dereference out of range vector iterator
10:16<Samu>english plz
10:16<Eddi|zuHause>"80 FF" is +128 if treated as 8bit
10:16<Eddi|zuHause>and -128 if treated as 15bit
10:16<Borg>Eddi|zuHause: exacly! thats why I had station rating stuck at 60% :) 50% rating + 10% from statue
10:17<@peter1138>I don't understand why you wouldn't just use the current version :/
10:17<Borg>peter1138: I can.. CB 145 can accept negative values betwen -16384 and 16383.. but it will clamp it 0..255
10:17<@peter1138>Are you using Windows 95 by any chance?
10:17<Borg>if I provide clamped result.. its all right
10:17<Borg>peter1138: close :) im on Win2003, why?
10:17<@peter1138>Oh for fuck sake.
10:18<nielsm>NOT SUPPORTED
10:18<Eddi|zuHause>i knew i shouldn't have unignored people
10:18<@peter1138>OpenTTD 0.6 I suppose.
10:18<Borg>peter1138: because I will have to rewrite my GRF again.. I might do this.. but NOT today
10:18<Borg>peter1138: no.. im using 1,8.0
10:18<Borg>peter1138: okey.. I see you have grudge to me.. so lets clarify :)
10:18<Borg>I am not enemy of progress :) but progress must bring me benefits.. not only costs of upgrade and relearning
10:18<@peter1138>CB 145 does not clamp from 0..255.
10:18<nielsm>nobody wants to support 16 year old operating systems
10:19<Borg>peter1138: really? let me RTFS again
10:19<Eddi|zuHause>i'm pretty sure OpenTTD 1.9.0 will not run on win2k3
10:19<@peter1138>To be clear, it clamps *after* it has calculated the result.
10:19<@peter1138>Negative values in the callback reduce the rating.
10:20<Eddi|zuHause>"clamping" is the wrong word
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10:20<Borg>peter1138: yes.. its score
10:20<@peter1138>Eddi|zuHause, the function name is literally Clamp()
10:20<Borg>valid range is 0..255 to feed station rating
10:20<Eddi|zuHause>peter1138: yeah, but it doesn't even arrive at that point
10:20<@peter1138>No, valid range is -16384 ... 16383
10:21<@peter1138>(-16384 does not make much sense though)
10:21<Borg>peter1138: okey, lets start from the begining
10:21<Borg>uint16 callback = GetCargoCallback(CBID_CARGO_STATION_RATING_CALC, var10, var18, cs);
10:21<Eddi|zuHause>peter1138: because he is using stupid version, valid range is 0..255 but the values are not CLAMPED, but masked to 8 bit
10:22<Borg>if callback is not failed.. we get result
10:22<Borg>skip is true
10:22<Borg>so calculation is skiped.. we then reach next blok
10:22<Eddi|zuHause>Borg: that's aleady not "the beginning"
10:22<@peter1138>Eddi|zuHause, i'm talking about grfv7 case.
10:22<Borg>Company statue...
10:22<Eddi|zuHause>peter1138: yeah, but... stupid
10:22<@peter1138>The callback expects -16384..16383.
10:22<Borg>peter1138: yes
10:23<Borg>but I can provide 0..255
10:23<Borg>and it will work too.. not fully tho
10:23<Eddi|zuHause>ah fuck it, nothing good can ever come out of this discussion... back to /ignore
10:23<Borg>yeah.. calm down guys.. I know whats going on now
10:23<Borg>and I know limitations
10:24<Borg>I wonder why I missed info that CB results are only 8 bit in GRFv6
10:24<@peter1138>You can't provide a negative value, which is what you had originally intended.
10:24<milek7>win2k3 doesn't run any modern browser build, right?
10:24<Borg>lets read newgrf specs.. if migrating to GRFv8 will not be hard
10:24<@peter1138>That was my point.
10:24<Borg>milek7: yep.. im stuck w/ last FF ESR
10:25<Borg>milek7: basicaly.. its ending.. true..
10:25<Borg>but I cant find anything good enough that can replace it
10:26<Eddi|zuHause>if i had op rights, i would permaban for "don't waste our time"
10:27<Borg>thats rude dude
10:27<Borg>busy? dont get into conversation
10:27<Borg>use /ignore.. thatever..
10:27<Borg>dont decide for everyone
10:33<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on issue #7090: Query box sets value to hidden parameters
10:35<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on issue #7091: Dropdown menu can set value to a parameter of a different AI
10:35<Samu>peter1138, fix my bugs. hehehe
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10:36<Samu>I have an idea how to fix them, but it's a lazy approach
10:36<Samu>"just close them"
10:39<Samu>close oth WC_QUERY_STRING and WC_DROPDOWN_MENU
10:41<Samu>problem is, i don't know how to properly detect whether I'm closing the right WC_QUERY_STRING / WC_DROPDOWN_MENU
10:42<Samu>have to know if they're opened via WC_AI_SETTINGS, and not from some other window
10:42<Samu>WC_AI_SETTINGS is the parent window
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10:44<Borg>peter1138: hmm I changed my grf from v6 to v8
10:44<Borg>and it didnt exploded ;) interesting
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10:59<Samu>wow, don't tell me this was it
10:59<Samu>sounds too easy to be true
11:02<Samu>yesh! this was it!
11:02<Samu>literally the 'this'
11:05<Samu>what about WC_QUERY_STRING
11:05<Samu>how do i close this one?
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11:09<Samu>gonna try DeleteChildWindows(WC_QUERY_STRING);
11:11<Samu>yeah, that was it
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11:30<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7042: Use intrinsics for bit twiddling?
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11:41<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened pull request #7092: Fix #7091: Close dropdown menu windows after rebuilding AI/GS settings
11:46<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened pull request #7093: Fix #7090: Close Query String window after rebuilding AI/GS settings
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12:01<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened pull request #7094: Fix #7088: Retrieve an appropriate name for a non-existant AI/GS when…
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12:25<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on issue #7007: Joining server via shortcut causes freeze
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12:31<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker approved pull request #7085: Fix: Remove duplicate French and Slovak town names
12:33<DorpsGek_II>[OpenTTD/OpenTTD] nikolas commented on pull request #7085: Fix: Remove duplicate French and Slovak town names
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12:36<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
12:38<DorpsGek_II>[OpenTTD/OpenTTD] JGRennison updated pull request #7083: Codechange: [Linkgraph GUI] Replace line visibility detection algorithm
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12:45<Samu>ShowAIDebugWindowIfAIError hmm this function is being misused
12:46<Samu>when an AI dies, it doesn't call this function
12:46<Samu>it calls ShowAIDebugWindow directly
12:48<DorpsGek_II>[OpenTTD/OpenTTD] PikkaBird opened issue #7095: NoAI - add function to set company colour
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13:04<supermop_work_>i want an AI that rage-quits if it can't get it's desired color
13:06<Samu>is it intended that the debug window can be spawned in main menu?
13:06<acklen>I wrote an AI which would create mocking signs around my son's headquarters
13:06<acklen>it quickly went haywire
13:07<Samu>there is some weird saveload stuff happening during openttd launch
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13:07<Samu>and it can call the AI Debug window if there's a crashed AI
13:08<Samu>do you really want the ai debug there?
13:10<+glx>it's just loading the intro game
13:12<Samu>the intro game doesn't have AIs, usually
13:12<Samu>but if it does, it's current behaviour would be to display the ai debug window if it crashed
13:13<+glx>it should not have, same for newgrf
13:14<Samu>void ShowAIDebugWindowIfAIError(CompanyID show_company)
13:14<Samu> if (_game_mode != GM_NORMAL) return;
13:15<Samu>will solve
13:17<m1cr0man>anyone got a rec for a road vehicle pack that works with FIRS 3 to complement a grf set including av8 + dutch trains? I'm just looking for a few real vehicle based variations. I've found the german vehicles set but it seems hella old
13:18<nielsm>trying out using intrinsics for FindFirstBit and FindLastBit, without: with:
13:18<nielsm>I'd say not worth the effort
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13:19<+glx>indeed almost no gain
13:20<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7042: Use intrinsics for bit twiddling?
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13:29<Borg>peeeeeeeeeeerfect!!! ;D
13:29<Borg>took a while
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13:47<Samu>hmm, the reload ai button should be disabled inside scenario editor
13:47<Samu>time to fix
13:48<Samu>or maybe... maybe i could do something else
13:53<Samu>yeah, reload button still enabled inside scenario editor
13:54<Samu>making the start stop button also enabled
13:54<Samu>for consistency
13:55<Samu>i have doubts about starting AIs in the scenario editor
13:55<Samu>it doesn't quite make sense
13:55<Samu>but it's possible
13:56<Samu>it's not consistent with the console
13:56<Samu>startai command doesn't work there
13:56<Samu>but the reload button does
13:57<Samu>guess i better be consistent
13:57<Samu>gonna disable reload ai button
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14:03<andythenorth>m1cr0man: Hog
14:03*andythenorth declares authorship
14:04<nielsm>close that bit twiddling issue, or let someone else make some tests too?
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14:08<m1cr0man>andythenorth, This looks amazing :D thanks man! Is this listed on the newgrf wiki page? Because if so I overlooked it. That was my primary source before I came here.
14:12<andythenorth>seems it's not here
14:12<andythenorth>feel free to add :D
14:12<andythenorth>@seen TrueBrain
14:12<@DorpsGek>andythenorth: TrueBrain was last seen in #openttd 22 hours, 11 minutes, and 38 seconds ago: <TrueBrain> tomorrow it will be available around 20:15 CE(S)T :D
14:13<milek7>summer time?
14:14<andythenorth>oof 96 issues
14:14<andythenorth>that's a regression
14:14<andythenorth>and 38 PRs also a regression :(
14:15<andythenorth>@calc 13 / 38
14:15<@DorpsGek>andythenorth: 0.342105263158
14:17<andythenorth>Samu: I'm kind of unclear about this
14:17<andythenorth>on the one hand, you have PRs about trying to stop docks blocking ships
14:17<andythenorth>and on the other you have a PR that increases the chances of dock construction blocking ships
14:17<andythenorth>there doesn't seem to be a guiding concept here :)
14:18<andythenorth>I don't want to be discouraging, you do a lot of work
14:18<TrueBrain>@seen andythenorth
14:18<@DorpsGek>TrueBrain: andythenorth was last seen in #openttd 2 seconds ago: <andythenorth> I don't want to be discouraging, you do a lot of work
14:18<andythenorth>that was me TB :P
14:18<TrueBrain>(what are we talking about?)
14:18<andythenorth>I am talking about samu has 34% of open PRs
14:18<andythenorth>but isn't it also binary o'clock?
14:19<TrueBrain>nearly done!
14:19<andythenorth>beer for me then
14:19<TrueBrain>12 minutes to build it
14:19<TrueBrain>4 minutes to rebuild the website
14:19<andythenorth>I really think it's bad for the project to have a lot of open PRs going nowhere
14:19<TrueBrain>and a lot more minutes waiting for resources
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14:20<andythenorth>it discourages drive-by contributors
14:20<TrueBrain>in general things that are not going anywhere are not useful :D
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14:20<TrueBrain>owh bah, someone queued other things ..
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14:20<TrueBrain>that explains why it is taking so darn long :P
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14:26<andythenorth>supermop_work: have you figured out industrial trains for Horse yet? o_O
14:27<TrueBrain>finally the website is being published .. damn .. took a while
14:27<supermop_work_>DO THEY SHUNT?
14:27<andythenorth>supermop_work: do you even lift?
14:28<andythenorth>wait, wat, there's a new website? :o
14:28<andythenorth>who did that?
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14:29<TrueBrain>andythenorth: its done:
14:29<TrueBrain>so within 30 minutes, good enough
14:30<andythenorth>look how many contributors recently :D \o/
14:30<andythenorth>compared to
14:31<andythenorth>160 forks
14:32<andythenorth>OpenTTD is dying
14:32<nielsm>killed by fork-wielding gits
14:35<andythenorth>nielsm: how you feeling about this one now? o_O
14:35*andythenorth wants to kill issues
14:35<supermop_work_>WHOA THERE IS A NEW SCREENSHOT
14:36<andythenorth>this was waiting on author, but author replied :)
14:37<andythenorth>supermop_work_: is it of steel mill trains?
14:37*andythenorth needs to teddybear set design :P
14:38<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #5451: Do not overlap vehicle view window with child windows (orders, timetable, details)
14:38<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #5451: Do not overlap vehicle view window with child windows (orders, timetable, details)
14:39<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #5679: Allow characters as hotkey instead of assuming everyone uses a Latin keyboard
14:39<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #5679: Allow characters as hotkey instead of assuming everyone uses a Latin keyboard
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14:41<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6413: Signals: PBS Signal vs 'Skip Signal' Train on Platform
14:41<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6413: Signals: PBS Signal vs 'Skip Signal' Train on Platform
14:42<andythenorth>keeps it fresh eh?
14:42<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #6857: Linux SDL video driver runs slightly too fast
14:42<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6398: Path remains reserved when extending train station
14:42<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6398: Path remains reserved when extending train station
14:43<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6418: bitmask_vehicle_info is not specified for all the engines
14:43<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6418: bitmask_vehicle_info is not specified for all the engines
14:46<LordAro>nielsm: i tried the sdl thing yesterday, it seemed to be running pretty consistently at just over 34ms
14:51<nielsm>34 fps?
14:52<TrueBrain> <- how many tags can I rack up before they start to complain, you think?
14:52<nielsm>and win32 is consistently stuck just below 33 fps for me
14:54<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7084: Change: AI/GS Config GUI overhaul
14:55<andythenorth>TrueBrain: at least 99 I reckon
14:56<andythenorth>how many issues can I close before we start to complain?
14:56<LordAro>nielsm: er, yes, fps
14:56<LordAro>though i should point out this is sdl on windows/mingw
14:57<LordAro>windows itself seems to spend most of its time at 32.9xfps, with occasional spikes to 33.0x
14:57<andythenorth>does the mac port use SDL?
14:57<nielsm>maybe the framerate algorithm should be unified between video drivers
14:58<nielsm>no it uses an apple api
14:58<LordAro>andythenorth: if only there was a nightly someone could download to check
14:58<andythenorth>mac version is hovering just above 34 fps
14:58<andythenorth>occasionally drops to 33.x
14:58<nielsm>similar to sdl then
14:59<andythenorth>if I turn on full animation, and do nothing in game, it drops to around 32.x
15:01<andythenorth>moving the cursor around slams it down further
15:02<LordAro>interesting, it's presumably not on the limit of being able to keep up?
15:03<TrueBrain>andythenorth: stalebot didn't find anything to close in PullRequests :P
15:04<TrueBrain>and only 15 issues
15:04<andythenorth>make it more aggressive :P
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15:04<andythenorth>LordAro: dunno, the mac performance is pretty dire
15:04<andythenorth>this is with a new map, no vehicles etc
15:05<TrueBrain>andythenorth: yeah ... 2 days for PRs? :P
15:05<andythenorth>every time I upgrade my mac, graphics performance gets worse
15:06<andythenorth>I suspect the recent FFWD improvements remove the worst symptoms though
15:06<andythenorth>it's usually only noticeably slow during FFWD
15:06<andythenorth>or in cases like having a few vehicle windows
15:07<andythenorth>or a lot of the cost / income animations on screen
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15:08<andythenorth>how many reviews can a PR have before it becomes 'no hope'?
15:09<LordAro>depends on what the review is :p
15:10<TrueBrain>the 26 "stale" issues, can be automatically closed if they expire?
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15:11<TrueBrain>(roughly 30 days left)
15:12<andythenorth>some really look legit
15:12<andythenorth>but still
15:12<andythenorth>nobody is doing anything about them, and empiricism suggests they won't :P
15:12<andythenorth>so let them go free :D
15:13<andythenorth>TB this one still bothers me :)
15:15<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6583: Scrolling down/right out of map on a 255 high flat map bounces viewport back to edge of map
15:15<andythenorth>eh this is approved
15:15<andythenorth>and will close 6583
15:15<andythenorth>can someone merge?
15:17<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh merged pull request #7061: Fix #6583: Rework Tileheight handling (patch by adf88)
15:17<nielsm>hope it breaks nothing :D
15:17<TrueBrain>andythenorth: fixed
15:18<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh closed issue #6583: Scrolling down/right out of map on a 255 high flat map bounces viewport back to edge of map
15:18<LordAro>irritatingly, "Fix #nnnn" in the PR title doesn't close issues
15:18<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain opened pull request #7096: Add: [GitHub] enable probot/stale, to flush out stale issues/pull req…
15:18<andythenorth>this is just ICU again?
15:18<TrueBrain>please check my PR request on both if you agree with the time, text, and if I wrote correct english :D
15:18<TrueBrain>well, I just opened 20 stale.yml, and cherry-picked what I liked
15:19<nielsm>andythenorth, no, it uses sprite fonts
15:19<+glx>but it's an old RC version
15:19<andythenorth>there's limited value to preserving these crashes
15:19<andythenorth>OpenTTD must crash hundreds of times a day
15:19<andythenorth>in the player base
15:20<andythenorth>this is like trying to suck the ocean up through a straw
15:20<+glx>there are more important issues, like the actual deadlock with "-n something"
15:21<+glx>and I don't see how to prevent it
15:21<andythenorth>this one particularly strikes me as 'shit happens'
15:22<andythenorth>TrueBrain: my wording too cheese?
15:22<andythenorth>"Thanks for this. There's been no activity on this for some time, and as it stands, it doesn't look likely that it will go any further. I'm closing it as we try to keep the issue count low for OpenTTD, it helps us focus on things that are important and fun. Feel free to discuss in irc or request re-opening if you disagree. Thanks for contributing!"
15:23<+glx>hmm segfault, ukrainian, let's blame ICU ;)
15:23<+glx>without proofs of course
15:23<TrueBrain>andythenorth: like I said, I picked what other projects used :) They all use the same first and last two lines
15:23<TrueBrain>I liked the second line from a few other projects
15:23<TrueBrain>thought it might be good to have it more like other projects
15:23<TrueBrain>but I am up for changing it completely
15:24<+glx>and useless stack trace, andythenorth just close 6572, nothing usable there
15:24<TrueBrain>glx: you close it :P
15:24<LordAro>TrueBrain: what's "closeComment: false" mean?
15:25<TrueBrain>LordAro: that on close, it doesn't show any comments
15:25<TrueBrain>you can also make it give a comment when it closes it after 7 days
15:25<TrueBrain>just more fuzz, basically
15:25<LordAro>ah right
15:25<TrueBrain>as the stale bot was the last in the thread anyway, why say something again, most projects seems to say :)
15:26<TrueBrain>as you can see, "security", "good first issue" and "regression" are never closed. They should always be fixed :P
15:26<TrueBrain>well, the second because we need some tickets that are easy to get into OpenTTD with :)
15:26<TrueBrain>no matter how old they are
15:27<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #6573: Crash: Fatal Application Failure
15:28<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6573: Crash: Fatal Application Failure
15:28<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6573: Crash: Fatal Application Failure
15:29<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6572: Crash: Fatal Application Failure
15:29<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6572: Crash: Fatal Application Failure
15:30<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6621: Saving game then loading one of the same name via console, all in the same directory, fails.
15:30<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6621: Saving game then loading one of the same name via console, all in the same directory, fails.
15:32<TrueBrain>hmm, when I merge my PR, it will close all current 'stale' marked tickets, it seems :)
15:32<TrueBrain>all but 2 :)
15:33<LordAro>TrueBrain: perhaps exemptMilestones/exemptAssignees might be worthwhile?
15:33<TrueBrain>LordAro: I considered it. But no other project uses it
15:33<TrueBrain>so I was unsure about that
15:34<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on issue #6916: Re-implement building binaries via compile farm
15:34<andythenorth>TrueBrain: I can take 'stale' off some issues
15:35<andythenorth>I think some are legit, but I added stale to indicate they're just rotting
15:35<LordAro>i'm still concerned that any sort of stalebot is just going to end up closing issues before anyone can get to them
15:35<TrueBrain>andythenorth: possibly we should remove them from all
15:35<TrueBrain>and let the normal stale do its thing
15:35<LordAro>then it's just going to keep bouncing between getting reopened (if it gets noticed) and closed by the bot
15:35<TrueBrain>LordAro: 60 days to get to them .. and 1 comment to keep it another 60 :)
15:35<TrueBrain>but ... in 120 days we can look back on that, see if you are right :)
15:35<andythenorth>tree, falling, forest
15:36<TrueBrain>we should not be afraid to try things out
15:36<LordAro>that's fair
15:36<andythenorth>if nobody cares about the issue, does it matter if it was closed? o_O
15:36<TrueBrain>just because we might have an unpleasent outcome :)
15:36<TrueBrain> <- I could close a lot of things :D
15:36<andythenorth>also we seem to have an inexhaustible supply of PRs from just one contributor
15:36<LordAro>i'd probably be happy with exemptMilestone & exemptAssignee, if only because i'm the only one that uses them :p
15:36<frosch123>what about the "pinned" label?
15:36<andythenorth>so we won't be short of admin work to do :P
15:37<frosch123>does it also exist for pr?
15:37<TrueBrain>LordAro: all the current ones will be exempt anyway :)
15:37<TrueBrain>frosch123: yes
15:37<TrueBrain>frosch123: labels are over issues and pull requests :)
15:37<frosch123>stale.yml does not list exceptions for prs though
15:38<andythenorth>ok I knock a bunch of labels off
15:38<TrueBrain>frosch123: good point!
15:38<andythenorth>really? o_O
15:39<andythenorth>peter1138 should fix map gen :P
15:39*andythenorth removing stale
15:39<TrueBrain>frosch123: only 'pinned' enough you think?
15:39<TrueBrain>(for PRs)
15:39<frosch123>you can always set "pinned"
15:39<TrueBrain>good first issue makes no sense
15:39<frosch123>so, technically a single label is enough
15:39<TrueBrain>security/regression PRs are unlikely
15:40<TrueBrain>true :)
15:40<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7096: Add: [GitHub] enable probot/stale, to flush out stale issues/pull requests
15:40<TrueBrain>there we go, should fix both the issue for frosch123 and LordAro
15:40<andythenorth>oof these issues are dull :)
15:42<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6592: Missing symbols while linking with MinGW and LTO
15:42<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6592: Missing symbols while linking with MinGW and LTO
15:44<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #6337: Mapgen: no tropical trees and no snow with default world generation settings
15:44-!-Gja [] has quit []
15:44<andythenorth>ok removed all stale
15:45<LordAro>dang it, i meant to comment on 6592
15:45<LordAro>this is what i'm worried about :p
15:45<TrueBrain>LordAro: that you are getting old, or what?
15:46<andythenorth>just comment and reopen, no kittens died, and now you got a prompt :)
15:46<andythenorth>Eddi|zuHause: feel like updating? o_O
15:47<andythenorth>oof approved, not merged :P
15:47<andythenorth>merge bot? o_O
15:47<TrueBrain>LordAro: we no longer support MingW, do we?
15:47<LordAro>TrueBrain: me & michi have put effort into making it work :p
15:47<frosch123>isn't glx using mingw64 all the time?
15:47<LordAro>or maybe glx
15:48-!-HerzogDeXtEr [] has quit [Read error: Connection reset by peer]
15:48<TrueBrain>didn't you say it doesn't support x11?
15:48<LordAro>but, MSYS is probably worth deprecating, MSYS2 works fine
15:48<+glx>msy2/mingw64 is fixed
15:48<TrueBrain>ah; so we should add that to the CF too
15:48<frosch123>TrueBrain: we do not support mingw32, and thus do not support win9x
15:48<TrueBrain>as CI
15:48<+glx>we dropped MSYS/mingw
15:48<TrueBrain>is mingw64 installed on the Windows Agents ..
15:49<+glx>it is if the github wiki is right
15:49<@orudge>Hmm, is there a reason the OS X build now seems to require 10.12? I've only got 10.11 (max my hardware can run), and the underlying openttd binary seems to run fine, but the package is marked as 10.12+ only
15:50<+glx>ha no it's the outdated one indeed
15:50<TrueBrain>orudge: we said a while back that we are only "supporting" N-2
15:50<TrueBrain>possibly it runs on older ones
15:50<TrueBrain>but we are not building for it, etc
15:50<andythenorth>matches Apple support policy afaict
15:50<TrueBrain>(we only "support" what Apple does)
15:50<TrueBrain>but yeah, it might even run on 10.8 :P
15:50<@orudge>Anyone want to donate a new Mac then? :D
15:50<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #6592: Missing symbols while linking with MinGW and LTO
15:51<TrueBrain>we just know it runs on 10.12 :D
15:51<+glx>anyway as I said if someone really wants win9x, a PR will work :)
15:51<TrueBrain>glx: go for it :)
15:51<@planetmaker>where do I find the new nightlies / builds anyway?
15:51*LordAro wonders when the last time someone tried compiling with --enable-lto on Linux
15:51<TrueBrain>don't you read?! :'( :P
15:51<+glx>not from me, from the someone :)
15:51<TrueBrain>LordAro: I would like to have a azure-pipelines.yml which tests all possible combinations
15:51<TrueBrain>glx: fair :P
15:52<andythenorth>orudge: I considered it briefly :P
15:52<TrueBrain>but I would like a mingw64 in CompileFarm on the CI so we can validate we don't break mingw64 :)
15:52<TrueBrain>LordAro: we can run that pipeline every week or so :P
15:52<TrueBrain>anyway .. stalebot PR .. anyone dares to approve?
15:53<andythenorth>you know I will if nobody else does :P
15:54<andythenorth>but I'd have to actually read the rules properly
15:54<LordAro>TrueBrain: remember to turn off github notifications before you set it to work :p
15:54<@planetmaker>ty. And no, I didn't read back hours of chatty IRC.
15:54<LordAro>or it'll be a bit noisy in here
15:54<TrueBrain>LordAro: andythenorth makes more noise :P
15:54<andythenorth>I've removed the stale label from all open issues
15:54<+glx>TrueBrain: vcpkg uses msys2/mingw64
15:54<@planetmaker>hm. Why turning off github notifications?
15:55<TrueBrain>glx: hmm .. can we also use it?
15:55<TrueBrain>as that might be a quicker way to add it to azure-pipelines
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15:55<+glx>but I don't know if it provides pacman
15:55<@planetmaker>no nightly linux builds yet?
15:55<+glx>or pacboy
15:56<TrueBrain>planetmaker: 'yet', as in: till someone finds a way to build those
15:56<TrueBrain>planetmaker: releases will have debian and ubuntu deb-files, but we have no 'generic' linux
15:56<TrueBrain>someone has to invent them :D
15:56<DorpsGek_II>[OpenTTD/OpenTTD] frosch123 approved pull request #7096: Add: [GitHub] enable probot/stale, to flush out stale issues/pull requests
15:57<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain merged pull request #7096: Add: [GitHub] enable probot/stale, to flush out stale issues/pull requests
15:57<TrueBrain>tnx bossman
15:57<TrueBrain>planetmaker: the version I had was a bit too modern for most systems, so that was useless :P
15:57<TrueBrain>someone keeps telling me you have to keep the libc in mind or something like that
15:57<TrueBrain>and than there were issues with what is compiled static
15:58<TrueBrain>and ICU was being stupid
15:58<TrueBrain>and more of that shit
15:58<TrueBrain>someone who understands what they are doing should make a Docker that produces a generic linux binary :)
15:58<@planetmaker>meh. sounds nasty. But it used to work...
15:58<TrueBrain>but .. honestly .. the amount of downloads we had on it, were .. low :)
15:58<TrueBrain>"used to work" was more: nobody ever used them, so nobody noticed :P
15:59<LordAro>linux users can use git & make :p
15:59<TrueBrain>let me check the stats on it ...
15:59<+glx>hmm or it's just git shell
15:59<TrueBrain>win32: 3268067
15:59<TrueBrain>win64: 3094301
15:59<TrueBrain>macos: 438740
16:00<TrueBrain>source: 292469
16:00<TrueBrain>linux-generic-amd64: 101510
16:00<@peter1138>Hrmm, my watch says it's time to sleep :/
16:00<@peter1138>I've not eaten yet.
16:00<TrueBrain>@calc 101510 / (3268067 + 3094301 + 438740)
16:00<@DorpsGek>TrueBrain: 0.0149255091964
16:00<TrueBrain>@calc 101510 / (3268067 + 3094301 + 438740) * 100
16:00<@DorpsGek>TrueBrain: 1.49255091964
16:00<TrueBrain>1.5% :P
16:00<TrueBrain>more people download the source, than the generic linux :D
16:00<frosch123>TrueBrain: at some point some docker also built ai/gs docs. are they not built, or does the website not know them?
16:00<TrueBrain>like ..... 3 times more people :P
16:01<@peter1138>People do want Linux builds.
16:01<TrueBrain>frosch123: 'docs' should be there
16:01<@peter1138>Just not many.
16:01<TrueBrain>lol: win9x: 90867
16:01<@peter1138>Would be nice to build them, even if they are "too new"
16:01<TrueBrain>as many people that want win9x :D
16:01<@planetmaker>TrueBrain, ŵhat time period?
16:01<LordAro>@calc 101510 / (3268067 + 3094301 + 438740 + 101510 + 90867)
16:01<@DorpsGek>LordAro: 0.0145149378314
16:01<@planetmaker>I agree with peter
16:01<+glx>people usually prefer to get them via their distrib
16:01<TrueBrain>peter1138: any contribution to to make that happen, would be appreciated
16:01<TrueBrain>planetmaker: the exact numbers hav elittle meaning
16:02<@peter1138>What happens to the Linux builds the CI makes?
16:02<@peter1138>Are they not runnable on anything?
16:02<TrueBrain>and just to be clear: we talk about NIGHTLIES. not releases.
16:02<LordAro>TrueBrain: if the numbers are post-april 2018, they're a little less useful
16:02<frosch123>the farm hast changed so often, i do not recognise anything :p
16:02<TrueBrain>peter1138: not really. They are not static, and depend on very specific installed versions
16:03<@planetmaker>can't one just build a static on the debian or ubuntu one and that's it?
16:03<TrueBrain>frosch123: <- 'docs', contains the AI/GS, I think
16:03<LordAro>old style linux generic is probably runnable on ubuntu versions (12.04+?), assuming they have the right dependencies
16:03<TrueBrain>at least, I did the same as we used to do :)
16:03<TrueBrain>planetmaker: I have not found a way to do that; after spending 10+ hours on it, I was like: fuck this, not worth it
16:03<+glx>linux generic were static
16:03<TrueBrain>but I would really appreciate it if anyone did find a good way to make it work :)
16:03<+glx>so theorically no depenencies
16:03<@peter1138>I heard something about Steam the other day.
16:04<@peter1138>Can we target just whatever Steam on Linux targets?
16:04<TrueBrain>all the code is available, and all the repositories welcome any PR :)
16:04<@planetmaker>that probably is a good idea with "steam's target"
16:04<TrueBrain>make it happen :D
16:05<@planetmaker>glx, yet it still depends on a certain glib version
16:05<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6922: Replace ICU ParagraphLayout with something else?
16:05<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6907: Cargo capacity should be recalculated on TRIGGER_VEHICLE_NEW_LOAD
16:05<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6219: Commuter - Helicopter is in flight bug
16:05<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6322: AI can allocate more memory than the system has, crashing the game
16:05<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6884: Installer reports success even if not all files were copied
16:05<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6682: menu bars disappear if enable windows screen scaling on high dpi monitors
16:05<TrueBrain>SPAM! :P
16:05<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6797: Interface: Fractional Scale
16:05<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6800: [OSX] NSScrollWheel event handling for 2D scrolling should use scrollingDeltaX/Y
16:05<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6712: Startup ticks don't allow multiple DoCommands
16:05<andythenorth>easier than me doing it
16:05<+glx>hey stupid bot
16:05<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6493: Helicopters do not autorenew/autoreplace while in routes consisting of heliports
16:05<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6233: Lock price for when built on sloped river and bare land tiles
16:05<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6574: Heliport "hangar" can cause stuck helicopters if it replaced a helidepot/helistation.
16:05<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #6603: Insert XDG_DATA_DIRS into data loading path
16:05<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] commented on issue #5713: Boats sent to unreachable depots
16:06<andythenorth>you have automated my game :(
16:06*andythenorth has to play 2048 instead now :P
16:06<TrueBrain>guess that is no longer the same :D
16:06<frosch123> <- it's that thing, which is different from the docs
16:07<frosch123>forgotten, or not wanted?
16:07<TrueBrain>ah! More hidden subdomains :D
16:07<TrueBrain>forgotten for sure
16:07<TrueBrain>but one does not exclude the other :)
16:07<TrueBrain>I believe those were only updated on release
16:07<frosch123> <- another one :p
16:07<+glx>ha yes the doxygen stuff
16:08<LordAro>it's occasionally useful
16:08<TrueBrain>I guess we should extend the 'release-docs' to also do the noai and nogs
16:08<TrueBrain>I will make an issue out of it; hopefully someone wants to help out and fix it :)
16:08<+glx>and intellisense still don't like doxygen comments
16:08<+glx>stupid intellisense
16:09<TrueBrain>ah, now I see. We didn't publish NoAI/NoGS for nightlies at all
16:09<+glx>no for stable only, and that makes sense :)
16:10<frosch123>i consider script docs more useful then source docs
16:10<TrueBrain>yeah; lets just publish them too with nightlies
16:12<andythenorth>urgh why did I play 2048? :(
16:13<TrueBrain>because it is fun :D
16:14<TrueBrain>hmm, guess the NoAI / NoGS docs should be a Docker to run on the k8s too
16:14<TrueBrain>that should be easy .. if I have the content :D
16:15<TrueBrain>hmm .. seems even for releases there are no NoAI / NoGS tarballs
16:16<LordAro>i don't see a particular need to provide that as a separate download
16:17<TrueBrain>it makes it difficult to create a Docker containing the correct APIs :P
16:17<TrueBrain>it is now uploaded to a storage, and that is it :D
16:18<TrueBrain>I guess I could put it on the CDN .. hmm
16:18<TrueBrain>that reminds me, I should make sure the CDN has a backup :P
16:19<TrueBrain>LordAro: do you see any particular reason to have docs as a download in general? :D
16:19<LordAro>not really, tbh
16:19<LordAro>if they're online somewhere
16:19<TrueBrain>we publish NoAI and NoGS, but not generic docs, I think ..
16:19<TrueBrain>guess I was wrong
16:20<TrueBrain>holy crap, that is terrible
16:20<LordAro>yeah, no one ever bothered making a doxygen title page
16:20<TrueBrain>welll ..... when was this last generated ....
16:21<TrueBrain>2018-04-06, so it is updated
16:21<TrueBrain>it is just horrible
16:21<LordAro>it's not great
16:21<TrueBrain>it is useless :P
16:21<LordAro>the other tabs are a bit more useful
16:22<TrueBrain>so okay ... I guess we should either publish all 3 docs as a binary to download
16:22<TrueBrain>or none
16:22<TrueBrain>but 1 of the 3 is silly :D
16:22<TrueBrain>okay, putting it on the CDN is easy and possibly the best pick here
16:23<TrueBrain>meaning we can have the nightly overwrite every night
16:23<TrueBrain>and have a "most recent" version
16:23<TrueBrain>together with all the stables
16:23<TrueBrain>that should be doable
16:24<@planetmaker>most important for the docs is that they are online readable. Download... is a nice bonus
16:24<LordAro>hmm, do i milestone #6922 for 1.9?
16:26<frosch123>i definitely linked people to the script apis, when they were asking for some specific function
16:26<DorpsGek_II>[OpenTTD/CompileFarm] TrueBrain opened issue #22: Linux Generic binaries
16:26<andythenorth>NoGo docs are pretty essential :)
16:26<frosch123>can't remember doing the same for the source docs :p
16:26<TrueBrain>there, a ticket for someone to pick up
16:27<@peter1138>My issue with submitting to the compilefarm... I have no idea how to test stuff, if that's even possible.
16:27<TrueBrain>peter1138: did you even try to read the README? Or did you just assume things here?
16:28<@peter1138>Of course not, if I did I would know.
16:28<frosch123>hmm, tb's forum signature...
16:29<frosch123>no, darkvater's
16:29-!-synchris [~synchris@] has quit [Quit: yeeha!]
16:29<TrueBrain>link? :)
16:29<TrueBrain>I think I had the one about good men do nothing, right?
16:29<TrueBrain>frosch123: yeah, some things haven't changed, sadly
16:30<TrueBrain>okay ... seems we are pretty close to be able to release a beta :D
16:31<@peter1138>Thanks for just saying "please read the readme" rather than being condescending.
16:32<TrueBrain>tnx for taking an effort, instead of seeing only issues :)
16:33<andythenorth>tpyos in commits?
16:33<andythenorth>should I comment, or wait for review :P
16:34<LordAro>i think that can be fixed with a squash :p
16:34<LordAro>i don't like that solution though, it's too brittle
16:34<TrueBrain>its a bit weird :D
16:34<andythenorth>I tried to read what it does
16:35<andythenorth>there seem to be a lot of crashes due to changes with certain windows open
16:35<andythenorth>can't we just enforce window modality? :P
16:35<andythenorth>trying to maintain window state when underlying state changes....
16:35<andythenorth>is a fool's errand
16:35<@peter1138>It's not the right way to do what he's trying to do.
16:35<LordAro>andythenorth: exactly
16:35<LordAro>i'll review as such
16:38<DorpsGek_II>[OpenTTD/OpenTTD] LordAro requested changes for pull request #7094: Fix #7088: Retrieve an appropriate name for a non-existant AI/GS when…
16:38-!-gelignite [] has quit [Quit: Good fight, good night!]
16:39<LordAro>TrueBrain: thought: is there an option to prevent an issue from being made stale/closed if it's referred to in a(n open) PR?
16:39<LordAro>e.g. #6574
16:39<TrueBrain>good question
16:39<TrueBrain>probot/stale might have an answer? Dunno
16:40<TrueBrain>I think it only scans for 'updated'
16:40<TrueBrain>but a PR might update that counter
16:43<LordAro>doesn't seem like it, given #6574 was "updated" 12 days ago
16:44<TrueBrain>so indeed, not supported, they accept PRs :D
16:44<LordAro>"Javascript 100.0%" eh.
16:46<@peter1138>LordAro, #7085, your changes request is blocking it being merged.
16:46<DorpsGek_II>[OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7085: Fix: Remove duplicate French and Slovak town names
16:47<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7085: Fix: Remove duplicate French and Slovak town names
16:50<supermop_work_>i like the smart town name request someone wrote
16:51<supermop_work_>would be nice not to get those x-on-sea town in the middle of a prairie
16:51<+glx>but it will it work with newgrf townnames ?
16:51<andythenorth>it could be made too
16:52<andythenorth>with a spec extension
16:52<supermop_work_>presumably it would only work with newgrf names
16:52<andythenorth>also some towns should favour forests planting around them
16:52<supermop_work_>and only those that made use of the feature
16:52<andythenorth>oh did I just derail the conversation :P
16:52-!-sla_ro|master [] has quit []
16:52<TrueBrain>andythenorth: we are used to you doing that :P
16:52<andythenorth>anyone want to close this as stale?
16:52<@peter1138>It bases its decision on the string content of the name.
16:53<supermop_work_>andythenorth: my brother and i build the chez albert restaurant this christmas
16:53<@peter1138>Which is fine but feels a bit hardcoded.
16:53<TrueBrain>LordAro: do you know if Squirrel is still a maintained language? (looking at the stale you removed)
16:53<@peter1138>Also a mix of return types.
16:53<+glx>yeah for newgrf it could pass the flags and let the newgrf do its work
16:54<@peter1138>That would need ... infrastructure.
16:54<LordAro>TrueBrain: iirc, it depends what you mean by "maintained" :p OTTD uses Squirrel2, whereas Squirrel3 is a thing these days
16:54<TrueBrain>are the languages compatible?
16:54<LordAro>but our copy of Squirrel is fairly significantly modified anyway
16:54<LordAro>not a clue
16:55<supermop_work_>put nrt in 1.9 so i will feel compelled to work on grfs again
16:55<nielsm>upgrading squirrel in ottd is probably not realistic
16:55<nielsm>may as well switch to a wholly different language then
16:55<@peter1138>supermop_work_ :D
16:55<LordAro>nielsm: OTTD 2.0 ^^
16:55<@peter1138>ini files!
16:55<TrueBrain>nielsm: that requires AIs/GSs to change too :P
16:55<TrueBrain>if the language it compatible, upgrading the engine is "just work"
16:55<nielsm>at least if it follows my experience with lua 5.0 to 5.1 which are not compatible :)
16:55<TrueBrain>or, we could write a conversion script! :P
16:56<TrueBrain>does lua support any decent form of OO by now?
16:56<TrueBrain>or is it still this annoying to do any sane complex thing in?
16:56<+glx>how silly to break compatibility with a minor release
16:56<nielsm>haven't followed it for many years
16:56<TrueBrain>(btw, the most prominent reason Squirrel is in OpenTTD, and not lua. OO :P)
16:56<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #6925: Fix #6574 #6636 #5405 #6493: Aircraft hangar issues
16:56<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed pull request #6925: Fix #6574 #6636 #5405 #6493: Aircraft hangar issues
16:56<frosch123>TrueBrain: lua is still terrible with custom types
16:57<frosch123>and with security
16:57<TrueBrain>security? really?
16:57<TrueBrain>I would expect them to have that in order by now
16:57<TrueBrain>given ... many games use it :P
16:57<frosch123>like the standard library putting essential dict/array functions into the same library as "load shared library from search path"
16:58<+glx>hmm right squirrel vm has no direct access to OTTD code
16:58<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #6926: Change: Allow dock to be constructed in more locations
16:58<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed pull request #6926: Change: Allow dock to be constructed in more locations
16:58<TrueBrain>hmm .. I should have finished NAILs after all .. the BOLTS language was similar to Squirrel, but a bit less weird :P
16:58<frosch123>at work i decided to disable the entire standard library, and reimplement the 3 useful methods
16:58<TrueBrain>the good old days, where writing your own language was an option :D
16:59<+glx>hey just retry gpmi ;)
16:59<nielsm>use javascript (and get a barrage of "javascript is a terrible language"), or use something else (and get a barrage of "you should use de-facto standard javascript instead")
16:59<TrueBrain>omg, GPMI .. that is old :P
16:59<TrueBrain>that was the moment I realised that most script languages suck balls
16:59<TrueBrain>nielsm: add NodeJS support? :D
17:00<milek7>webassembly ;)
17:00<frosch123>nielsm: i read left-padding in js is nice
17:00<@orudge>VBScript is the way forward
17:00<+glx>at least vbs is nice with case
17:00<nielsm>just use c#, import mono and be over with it
17:01<nielsm>or .net core even
17:01<TrueBrain>honestly, if we add NodeJS support, we might get more AIs :P
17:01<TrueBrain>they will all suck more than the next, but ....
17:01<andythenorth>can we import all the node vulns too?
17:01<andythenorth>then we can lose all our bitcoin
17:02<nielsm>make an ai that builds a bitcoin miner with logic trains
17:03<frosch123>can we agree to reject prs that want to add digital currencies?
17:03<andythenorth>LordAro nielsm I made a decision about some PRs you've been reviewing
17:03<+glx> <-- this one won't be easy
17:03<TrueBrain>frosch123: no, lets argue about that first
17:03<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #6896: game crashes on first autosave if compiled without lzo but with lzma
17:05<nielsm>add TycoonCoin as currency option in game, if you use it you will be forced to play with inflation on, and running costs increase at the square of inflation
17:05<TrueBrain>no no; first, you make it worth your while
17:06<TrueBrain>for 1 year or something, everything is incredible cheap
17:06<TrueBrain>you can build the biggest infrastructures
17:06<TrueBrain>after that ..... CRASH :P
17:06<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #6927: Change: Forbid dock placement on docking area
17:06<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed pull request #6927: Change: Forbid dock placement on docking area
17:06<TrueBrain>what ever happened with the game rebalancing ideas ....
17:06<frosch123>how about: the game is slowed the more money you stockpile
17:07<frosch123>so you have to spend it to have stuff moving
17:07<andythenorth>well the coin miner will use more CPU
17:07<andythenorth>so that will slow the game down
17:07<andythenorth>we get 50% of the mined coins, right?
17:07<andythenorth>to pay for servers :P
17:07<TrueBrain>anyway .. 2 more days before we bring the new website online in production .. please let me know if you find any additional issues: (only known issue currently is that there are no 'noai/nogs' docs)
17:07<andythenorth>TrueBrain: have you tested the coin miner in it is working? o_O
17:08<nielsm>TrueBrain: should I resurrect my cargo-tiles patch? that rates vehicles by cargo over distance delivered rather than by profit
17:08<andythenorth>nielsm: sounds...interesting :)
17:09<andythenorth>for 2.0 in 2020, can we delete the stupid original high score goals?
17:09<frosch123>are the translations real? or are they fake?
17:09-!-Simons_Mith [] has joined #openttd
17:09-!-Simons_Mith is "OFTC WebIRC Client" on #openttd
17:09<andythenorth>child #1 drove me crazy trying to get 100% of the bars complete
17:09<nielsm>and replaces the "min yearly profit" element of the score goals with one based on that instead
17:09<TrueBrain>frosch123: damn, I forgot about those
17:09<TrueBrain>they are fake
17:09<andythenorth>especially the min. vehicle profit
17:09<nielsm>frosch123: it actually measures distance traveled
17:09<TrueBrain>andythenorth: what did we say about the translation stats?
17:09<frosch123>TrueBrain: well, now that the screenshot is different, they can remain the same?
17:09<andythenorth>we said bin them
17:09<andythenorth>and rely on eints
17:09<TrueBrain>frosch123: lol :)
17:10<TrueBrain>I kinda agree, lets remove it. Not sure it ever helped finding people tbh
17:10<andythenorth>we were going to replace that block, or remove it
17:10<nielsm>so a curvy route counts as longer distance traveled, but the vehicle is rated on the manhattan distance the cargo was delivered
17:10<nielsm>so vehicles traveling less direct routes are rated worse
17:10<TrueBrain>andythenorth: why did it pick a screenshot from 0.4.7? Didnt we tell it to pick the latest screenshot?
17:11<andythenorth>did we fail?
17:11*andythenorth looks
17:11<nielsm>why aren't there any screenshots from recent versions even?
17:11<DorpsGek_II>[OpenTTD/website] TrueBrain opened issue #35: "Support us by translating" is fake
17:12<TrueBrain>nielsm: because it was not easy to upload new screenshots
17:12<TrueBrain>so people stopped doing it
17:12<TrueBrain>andythenorth: {% assign latest_screenshot = site.screenshots | first %}
17:12<TrueBrain>we never sorted it
17:12<andythenorth>now it's a PR to add screenshots, right?
17:13<TrueBrain>"site.screenshots | group_by_exp: "screenshot", "screenshot.path"
17:13<TrueBrain>andythenorth: yes!
17:13<andythenorth>"The story goes that one programmer, who had to write the code to calculate the height of a line of text, simply wrote “return 12;” and waited for the bug report to come in about how his function is not always correct. "
17:14<andythenorth>TrueBrain: are you fixing, or am I? Or issue for later?
17:14<TrueBrain>I am about to go to bed; I was creating an issue
17:14<TrueBrain>how do I get inline code snippets
17:14<andythenorth>issue works, I am bed also
17:15<DorpsGek_II>[OpenTTD/website] TrueBrain opened issue #36: Screenshot on frontpage is not latest
17:15<andythenorth>there's some kind of utilisation feature added to vehicle groups recently
17:15<andythenorth>dunno what it is
17:15<TrueBrain>frosch123: keep the bugs coming :)
17:16<nielsm>andythenorth yeah, it measures current average load percentage
17:16<TrueBrain>good night all
17:17*LordAro currently looking at the diff between a clean squirrel 2.2.5 and the modified version in ottd
17:17<LordAro>the changes are quite extensive
17:17<andythenorth>nielsm: I could try your patch another day :)
17:17<andythenorth>it's in your fork?
17:17<nielsm>yeah, but haven't updated it lately
17:18<nielsm>probably won't rebase to master
17:18<Samu>how to save the config constructor yada what he said
17:18<frosch123>LordAro: mostly about suspending scripts?
17:18<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #6928: Fix #5713: Use pathfinder to find closest ship depot
17:18<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed pull request #6928: Fix #5713: Use pathfinder to find closest ship depot
17:19<Samu>oh andythenorth :(
17:19<LordAro>frosch123: as far as the actual changes go, yes
17:19<LordAro>there's a lot of mechanical changes, things like removing a define that adds extern to a load of functions, and makes all error strings wchars
17:19<LordAro>Samu: you could ask me :p
17:20<andythenorth>frosch123: is this a comment on the code, or the proposed design?
17:20<andythenorth>I am about to close the PR, just want to be accurate
17:21<Samu>watching my stuff get closed is depressive
17:21<LordAro>Samu: it's nothing personal, they're just changes that don't fit into OTTD into one way or another
17:22<andythenorth>Samu: if it helps, I have deleted entire companies
17:22<frosch123>it changes too much in one thing, and i did not agree with the individual thigns split apart
17:22<andythenorth>3 of them
17:22<LordAro>luckily, there's plenty of other issues you can work on :)
17:22<andythenorth>deleting one company involved about 10 people losing their jobs
17:22<LordAro>andythenorth: oof
17:22<andythenorth>but otherwise I would have gone bankrupt
17:22<andythenorth>so eh
17:22<andythenorth>all code dies, just some PRs die early
17:23<Samu>ahm that PR was about the bug report
17:23<TrueBrain>DELETE FROM companies LIMIT 0,1
17:23<Samu>found some inconsistencies, then came up with making it more consistent
17:23<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #6933: Fix #6233: Improve lock pricing and infrastructure counting, to achieve better consistency
17:23<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed pull request #6933: Fix #6233: Improve lock pricing and infrastructure counting, to achieve better consistency
17:24<andythenorth>I agree that locks and canals cost too much to build
17:24<andythenorth>but I fixed it in newgrf
17:24<andythenorth>it's in the game goals, everything that can be fixed with content, should be fixed with content
17:24<Samu>but the bug... goes unfixed
17:24<LordAro>andythenorth: base game should still be sane though
17:24<nielsm>I don't think you've yet convinced anyone else there is a bug at all?
17:25<andythenorth>I am convinced that some costs for building on water make no sense
17:25<Samu>i tried explaining, requires using base costs, to exploit a flaw
17:25<andythenorth>but I am also convinced it doesn't really matter
17:25<nielsm>but eh, bed time
17:25<TrueBrain>try convincing that yourself
17:27<andythenorth>Samu: if you can get this one through a review, it would be worth focussing on
17:27<andythenorth>but it's very hard to test reliably
17:27<andythenorth>it is silly when town expansion breaks a ship route
17:28<Samu>6931 is waiting review atm
17:28<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #6712: Startup ticks don't allow multiple DoCommands
17:29<Samu>for my part, there's nothing to do
17:30<TrueBrain>Nice catch LordAro
17:30<LordAro> anyone with a high dpi monitor to test this on?
17:31<milek7>what's high dpi?
17:31<andythenorth>isn't that same as retina etc?
17:31<LordAro>pretty sure there's been some work in the high dpi area since these issues were raised
17:31<andythenorth>4x pixels
17:31<LordAro>yeah, think so
17:31<@peter1138>^ andy does
17:31<@peter1138>but not windows
17:31<LordAro> is linked from one of the duplicates
17:31<andythenorth>I could install windows 7?
17:32<LordAro>not new enough :p
17:32<LordAro>i suspect
17:32<andythenorth>see also
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17:32<@peter1138>Hmm, my simulated high-res modes have disappeared.
17:32<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #6682: menu bars disappear if enable windows screen scaling on high dpi monitors
17:33<andythenorth>can't decide on this one
17:33<andythenorth>rail / road bridges don't raise a corner
17:33<andythenorth>they have foundations
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17:34<andythenorth>I see no rationale for having different behaviour for aqueducts
17:34<LordAro>maybe the issue is that aqueducts don't have foundations :p
17:34<andythenorth>there's no reason to stop canals having foundations
17:34<andythenorth>unless it's an implementation issue
17:35<@peter1138>Ok, I set up 4x DSR...
17:35<LordAro>andythenorth: your turn to comment as such :)
17:36<@peter1138>Nothing disappears, but I'm using Windows 10.
17:36<LordAro>try checking out some old version?
17:36<@peter1138>Too much hassle with VS2017
17:37<LordAro>just downloading 1.8 would do :p
17:37<+glx>I think high dpi is ok in master (not testable for me)
17:37<@peter1138>No need, already installed...
17:37<@peter1138>Works fine for me.
17:37<@peter1138>Simulated high DPI though.
17:37<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #7078: Feature: Raise a corner of land automatically when building aqueducts
17:37<+glx>I mean something was added in the manifest for that
17:38<LordAro>that's what i was thinking of
17:38<LordAro>presumably only makes a difference for MSVC-compiled versions, rather than MSYS
17:38<LordAro>but eh
17:39<+glx>hmm MSYS can embed the manifest too I think
17:40<@orudge>The manifest ultimately is just an entry in the resource file
17:40<@orudge>It may just require adding to the .rc
17:40<frosch123>andythenorth: you can't build canals on foundations
17:40<milek7>maybe system dpi settings could modify openttd interface size setting?
17:40<frosch123>so, to some extent all water construction requires landscaping
17:40<+glx>yes system zooming have an effect
17:41<andythenorth>frosch123: for implementation reasons, or realism reasons?
17:41<+glx>or scaling whatever it's called
17:42<frosch123>andythenorth: the former may be the case historically, but would be fixable if it applies. so, mostly the latter?
17:42<andythenorth>you should see the canals in wales :P
17:43<andythenorth>I have been along one that is halfway up a hillside, with foundations :P
17:43<frosch123>hmm, actually.. i guess all vehicle types fall of the cliff if the track continues on the lower side
17:43<frosch123>we also forbid placing roads like that
17:43<+glx>hmm seems the dpi_aware.manifest is no longer in use btw as it was for vs100
17:44<frosch123>so, maybe it would not be that easy to allow ships on foundations
17:44<frosch123>no other track type can bridge canyons via foundations
17:45<andythenorth>was my comment clear? :)
17:45<LordAro>glx: PR!
17:45<andythenorth>I wasn't proposing embankment over canyon :)
17:46<frosch123>comment is good :)
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17:48<andythenorth>sometimes canals on foundations have...issues
17:48<Samu>erm, aqueducts have no foundations
17:49<Samu>they build much like a tunnel in reverse
17:49<Samu>tunnels lower a corner of land, aqueducts raise a corner of land
17:50<andythenorth>and rail bridges? o_O
17:50<Samu>those have foundations
17:50<Samu>needs drag & drop to build
17:50<Samu>i didn't break that
17:50<frosch123>looks like the a20
17:51<andythenorth>ok I see the point about tunnels
17:51<frosch123>i always wanted to add tunnel foundations
17:51<andythenorth>aqueducts are weird :P
17:52<frosch123>and tunnels with slopes at the end
17:53<frosch123>at some point you always run into visibility problems on north-facing slopes
17:55<andythenorth>one of my kids built this :P,%204th%20Mar%202183.png
17:56<frosch123>are sure? it looks like kid 1 built the road, and kid 2 wanted their boat to pass
17:56<andythenorth>no, it's all one :P
17:56<andythenorth>MP would be too much trouble :P
17:57<andythenorth>at the top right, the road seems to be in a town zone?
17:57<frosch123>make a PR for the website?
17:57<andythenorth>note the pavements :P
17:57<frosch123>someone wanted more screenshots
17:57<frosch123>yeah, pavements are weird
17:58<andythenorth>town zone for water tiles :P
17:58<frosch123>also the road is a dead end in the south
17:58<Samu>plz english
17:58<andythenorth>canal cheat is the best thing ever
17:58<andythenorth>is it even a cheat?
17:58<frosch123>i think it was voted "not a cheat"
17:59<Samu>save script object in constructor
17:59<andythenorth>"unintended outcome"
17:59<frosch123>i think there was a fix, and it was rejected
17:59<andythenorth>I encourage anything that adds to free-form construction :P
17:59<andythenorth>there is nothing gained by limiting what can be built where
17:59<Samu>what is LordAro trying to tell
18:01<Samu>TextFileWindow is also used by NewGrf
18:01<Samu>not specific to AI only
18:02<milek7>what's unclear?
18:02<LordAro>Samu: specifically, ScriptTextfileWindow stores a "CompanyID slot". Instead, it should store a specific ScriptConfig (i.e. the return value of GetConfig(slot))
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18:07<Samu>ok, gonna try pass GetConfig(slot) from wherever it's called
18:08<LordAro>Samu: i don't think that's specifically necessary, just do it in the constructor of the ScriptTextfileWindow
18:08<LordAro>it might be better your way though, i'm not sure
18:10<Samu>the idea I had for an alternative solution was "just close it"
18:10<LordAro>not very productive :p
18:11<Samu>what should it do
18:11<Samu>if not closing
18:11<Samu>refresh its contents?
18:11<LordAro>looks like you'll need at least a bool as well as the ScriptConfig, to determine whether it's a GS or AI
18:11<LordAro>Samu: sure, force push
18:11<LordAro>as per usual
18:13<Samu>i mean, what should the window display?
18:14<LordAro>ooh, i thought you were talking about the PR :p
18:14<LordAro>(the PR itself)
18:14<LordAro>just closing it is also a perfectly good option
18:14<LordAro>(possibly both)
18:15<Samu>there is essentially nothing to display
18:16<Samu>just a large purple square
18:16<LordAro>when the window refers to a "slot", yes
18:16<LordAro>but if the window is referring to a particular AI instead, it makes more sense to keep it open
18:37<Samu>looks like it needs OnInvalidateWindowData, it does not have it
18:41<Samu>virtual void OnInvalidateData? I wonder ... how is it called
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18:44<LordAro>i suspect you're going in the wrong direction, but look at other windows to see what they do, there are plenty of examples
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19:41<Samu>no, I'm lost, i'm not going anywhere with this
19:44<Samu>I keep getting into the same problem: there's no way to invalidate the text that's shown on this window
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19:45<Samu>TextFileWindow is used in too many places
19:46<Samu>if I edit it, i may break the rest
19:46<Samu>it's even used for network server lists
19:46<Samu>reading ini files
19:46<Samu>too much
20:20<Samu>i'm finally getting somewhere
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20:58<Samu>looks like I don't have to edit textfile_gui.cpp after all
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21:09<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7094: Fix #7088: Retrieve an appropriate name for a non-existant AI/GS when…
21:22<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7094: Fix #7088: Retrieve an appropriate name for a non-existant AI/GS when…
21:35<Samu> why is this rejected?
21:35<Samu>oh well
21:37<Samu>it's already hard as is to build water connections in-land :|
21:37<Samu>this was going to help
21:46<DorpsGek_II>[OpenTTD/OpenTTD] glx22 opened pull request #7097: Fix: enable DPI-awareness for MINGW builds
21:49<Samu>it doesn't make sense closing that one
21:49<Samu>I don't understand what you want
21:50<Samu>if I want to build a dock in front of an aqueduct, now I have to flatten the land, place a canal, build the dock, demolish canal, make it inclined again and build aqueduct
21:51<Samu>that's stupid
21:55<Samu>the half-tile water with one corner raised, I don't get it why is it wrong...
21:56<Samu>i can already raise a flat sea into a one corner half-tile in front of the dock
21:56<Samu>you guys don't play ships...
21:58<Samu>the buoy is another one... i can place buoys in front of docks, but docks can't be placed in front of buoys?
21:59<Samu>do you actually build canals in land?
21:59<Samu>i seriously doubt it
22:01<Samu>all these changes are to help canal construction, if you would actually play ships and build canal routes, you'd get stuck into these types of non-sense situations quickly
22:01<Samu>bah... I'm depressed
22:03<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #6926: Change: Allow dock to be constructed in more locations
22:07<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7097: Fix: enable DPI-awareness for MINGW builds
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22:31<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
22:42<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7084: Change: AI/GS Config GUI overhaul
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22:53<Samu>glx u there?
22:54<Samu>im getting a crash when starting a game in multiplayer with master
22:55<Samu>doesn't crash in single player
22:56<Samu>wait a minute, it does...
22:56<Samu>what the heck
22:56<Samu>Expression: cannot dereference end map/set iterator
23:00<Samu>did you make changes to terraform cmd or tileheight?
23:01<Samu>it's crashing when setting tile heights of some tiles
23:06<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
23:12<+glx> merged 8h ago Samu
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23:17<Samu>doesn't it crash for you?
23:17<Samu>start a new game, and bam, crash
23:17<Samu>in debug build only
23:17<Samu>release build doesn't crash
23:18<Samu>crashes exactly here
23:19<Samu>Expression: cannot dereference end map/set iterator
23:19<Samu>what does it mean?
23:30<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened issue #7098: Crash: cannot dereference end map/set iterator
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---Logclosed Fri Jan 25 00:00:35 2019