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#openttd IRC Logs for 2019-01-25

---Logopened Fri Jan 25 00:00:35 2019
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02:32<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7098: Crash: cannot dereference end map/set iterator
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02:48*andythenorth has nothing
02:49<andythenorth>well I have 9 failing tests, but that's not news
02:50<Pikka>it's news to me
02:51<andythenorth>our pretendolino sketch petered out
02:51<andythenorth>the forums must be waiting keenly for next installment
02:57<andythenorth>what colour is it?
02:57<andythenorth>does it go?
02:57<Pikka>does it ever
02:59<andythenorth>is it done yet?
03:00<Pikka>depends on what you mean by "it" and "done".
03:00<andythenorth>you were drawing bigger trains?
03:00<andythenorth>to suit bigger eyes
03:00<Pikka>and smaller pixels
03:01<Pikka>I did the greyhound today, it's done-ish
03:03<Pikka>and I had a brainwave that - of course - recolour sprites still work with 32bpp, so I don't have to make separate black steam loco sprites. So that's done too.
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03:06*andythenorth draws a sort of class 91
03:06<Pikka>can you draw one for me too?
03:08<andythenorth>if you are happy for it to be 1x zoom, yes
03:08<@peter1138>1x smells.
03:08<@peter1138>2x is the new 1x.
03:09<andythenorth>Pikka: what colour are steam trains anyway?
03:09<andythenorth>I think your A3 is in there somewhere
03:10<Pikka>2cc is nice
03:10<Pikka>if only AIs could 2cc
03:11<@peter1138>How should I solve the GUI for (group) liveries?
03:11<@peter1138>Cos it's shitty at the moment.
03:11<@peter1138>It's in the company colours window, which is logical for setting colours, but maybe it should be in the group window, because groups...
03:12<@peter1138>Hmm, maybe a button in the group window can open the company colours window and select the right thing.
03:12<@peter1138>That'll work.
03:12<@peter1138>And I can reuse those lovely icons that somebody made.
03:13<andythenorth>should be in the group window yes
03:13<andythenorth>there was some reason you didn't
03:13<andythenorth>like scope or some crap
03:13<andythenorth>can't remember
03:14<@peter1138>Nah, window resizing messing up.
03:14<@peter1138>Oops, 8:14, I ought to head to work.
03:14*andythenorth already is working
03:14<andythenorth>and drawing
03:14<andythenorth>three hands
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03:57<@peter1138>Ok, I made it to work.
03:58<andythenorth>is it snowing?
04:00<@peter1138>It's not, It's foggy and a heady 4.5°C
04:02<andythenorth>I set the sparks effect for every coach in a high speed train
04:03<andythenorth>looks quite cool
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04:49<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7097: Fix: enable DPI-awareness for MINGW builds
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05:12<Pikka>or maybe it was boeing
05:59<Eddi|zuHause>it's of course böing
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06:53<TrueBrain>I blame andythenorth
06:55-!-andythenorth is now known as Trubrain_
06:55<Trubrain_>I blame andythenorth too
06:56<TrueBrain>sad you cant even write TrueBrain
06:56<Trubrain_>but tru
06:56<TrueBrain>I like the dedication :)
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07:10<DorpsGek_II>[OpenTTD/website] TrueBrain opened pull request #37: Several fixes for frontpage
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07:29<TrueBrain>okay, fixed the feedback for the website .. guess that should be good enough to launch now :D
07:30<TrueBrain>you do need to review it first :P
07:30<Trubrain_>I will
07:30-!-Trubrain_ is now known as andythenorth
07:31<TrueBrain>\o/ :D
07:43<@peter1138> div id based on now/date ?
07:44<@peter1138>%u... day of week?
07:45<TrueBrain>hmmm .. NoAI docs return a near-empty index.html
07:45<@peter1138>Hmm, I see it the CSS.
07:45<@peter1138>Neat :)
07:46<TrueBrain>its a very old gimmick, a few people spotted over the years
07:46<TrueBrain>it makes the website a bit more alive, in some sense
07:46<DorpsGek_II>[OpenTTD/website] PeterN approved pull request #37: Several fixes for frontpage
07:46<DorpsGek_II>[OpenTTD/website] TrueBrain closed issue #35: "Support us by translating" is fake
07:46<DorpsGek_II>[OpenTTD/website] TrueBrain merged pull request #37: Several fixes for frontpage
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07:47<@peter1138>I mean, I don't know what the scripting system is there but it looked sane...
07:47<@peter1138>{{ }} likes like jinja.
07:47<TrueBrain>Liquid, but different name, same shit
07:48<@peter1138>If there was <?php in there I'd be horrified :D
07:48<TrueBrain>lol .. Doxygen fails if there is a space in the folder name
07:49<TrueBrain>okay, locally doxygen for NoAI does work
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07:54<TrueBrain>ah .. it needs gawk
07:54<TrueBrain>and it silently continues
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08:00<TrueBrain> < -does look a bit empty now on the right
08:01<@peter1138>What built the stats before?
08:01<TrueBrain>the current stats are already fake, now I come to think of it
08:01<TrueBrain>it fetches the data from the WT3
08:01<TrueBrain>which .. hasnt been updated in months, ofc
08:01<TrueBrain>not sure if eints can be polled for this data
08:02<TrueBrain>the frontpage and WT3 are in the same application, so it could just fetch the data like it was nothing :)
08:03<@peter1138>Could be built from the lang files some how.
08:03<DorpsGek_II>[OpenTTD/CompileFarm] TrueBrain opened pull request #23: Add: also create 'noai' and 'nogs' documentation tarballs
08:05<TrueBrain>100 MiB for source docs, unextracted ..
08:05<TrueBrain>guess I won't be publishing that
08:05<TrueBrain>waste of space :D
08:05<LordAro>site needs a redesign :p
08:05<LordAro>TrueBrain: that seems high, what on earth is it?
08:05<LordAro>is in it*
08:05<TrueBrain>no freaking clue
08:06<TrueBrain>I just run 'doxygen', and it gives me that :P
08:06<TrueBrain>images, lots of them
08:06<LordAro>ah yeah, lots of graphs
08:07<@peter1138>Images? Hmm.
08:07<TrueBrain>2115865 Jan 25 14:00 newgrf_8cpp_source.html
08:07<TrueBrain>2 MiB of HTML :D
08:07<TrueBrain>the source files are eating up all the disk space
08:09<@peter1138>I just ran doxygen and got... 190MB :/
08:09<TrueBrain>0 .. 9 .. not always easy to spot
08:12<TrueBrain>why is it, and not
08:12<TrueBrain>guess nogo is a bit of an old name ..
08:13<@peter1138>no goal wasn't it?
08:13<TrueBrain>but it became GameScript
08:13<TrueBrain>nogo it is
08:14<TrueBrain>hmm ...
08:14<TrueBrain>is the source tarball
08:14<TrueBrain>-docs-noai, -docs-ai, -docs-aidocs, ..
08:14<@peter1138>Could change it to nogs and redirect nogo to that?
08:15<TrueBrain>and: -docs-nogo, -docs-game, -docs-gamedocs, ..
08:15<TrueBrain>any preference?
08:15<TrueBrain>-docs-gamescript ?
08:15<@peter1138>ai / game
08:15<@peter1138>-docs-ai -docs-game
08:15<TrueBrain>-docs-aiscript ?
08:16<@peter1138>-docs-ai / -docs-gs ?
08:16<@peter1138>-docs-gamescript works.
08:16<@peter1138>-docs-game could be ambiguous.
08:16<TrueBrain>I like -docs-ai / -docs-gs
08:16<TrueBrain> description: Documentation for AI scripting (xz/lzma archive)
08:16<TrueBrain> description: Documentation for Game scripting (xz/lzma archive)
08:17<@peter1138>Good enough :-)
08:17<DorpsGek_II>[OpenTTD/CompileFarm] TrueBrain updated pull request #23: Add: also create 'noai' and 'nogs' documentation tarballs
08:18<DorpsGek_II>[OpenTTD/website] TrueBrain opened pull request #38: Add: there are now three more tarballs for documentation
08:18<TrueBrain>that should fix that :)
08:21<DorpsGek_II>[OpenTTD/CompileFarm] PeterN approved pull request #23: Add: also create 'noai' and 'nogs' documentation tarballs
08:22<@peter1138> is still relevant?
08:22<TrueBrain>yeah; it contains the full history of any extension we ever had :)
08:22<TrueBrain>helps when rendering old folders
08:22<DorpsGek_II>[OpenTTD/website] PeterN approved pull request #38: Add: there are now three more tarballs for documentation
08:22<DorpsGek_II>[OpenTTD/website] TrueBrain merged pull request #38: Add: there are now three more tarballs for documentation
08:22<TrueBrain>another one bites the dust \o/
08:24<@peter1138>Linux deb release images appeared on the CI, I see.
08:24<TrueBrain>they have for months
08:24<TrueBrain>like I said yesterday, Debian and Ubuntu deb files are created on release
08:24<@peter1138>Oh right, it's the CF CI, not OpenTTD CI.
08:24<TrueBrain>but they ONLY work on releases, not for nightlies
08:25<TrueBrain>we could also add stuff like rpms, debs, .. for nightlies
08:25<TrueBrain>that would work too
08:25<TrueBrain>but .. os/debian is a maze to me :D
08:25<@peter1138>I know how to bodge them :)
08:26<TrueBrain> <- seems I never removed the attempts for generic linux
08:26<TrueBrain>it just doesn't work (at all) in its current form
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08:29<DorpsGek_II>[OpenTTD/CompileFarm] TrueBrain closed issue #20: release-docs doesn't create NoAI / NoGS docs
08:29<DorpsGek_II>[OpenTTD/CompileFarm] TrueBrain merged pull request #23: Add: also create 'noai' and 'nogs' documentation tarballs
08:29<TrueBrain>right, that should produce those binaries tonight
08:29<TrueBrain>we will see if they do :P
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09:05<Samu>can you reconsider opening #6926
09:09<@peter1138>I think it'd be better to revamp docks.
09:11<Samu>I was mad :(
09:14<Samu>btw, i can't test my other PRs atm with that dereference crash always getting in the way
09:18<@peter1138>Just change 316 from != to ==
09:21<@peter1138>(Just don't commit that)
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09:34<supermop_work_>good morning
09:35<supermop_work_>happy invasion day Pikka
09:35<supermop_work_>melbourners seem to only celebrate australia day when they live in Brooklyn
09:36<supermop_work_>also apparently we have a New York Magpies
09:36<supermop_work_>the only thing that doesn't surprise me about that is that it isn't the Bushwick Magpies
09:37<supermop_work_>i will be eating Tim Tams and drinking Coopers this evening
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09:42<supermop_work_>yo Antheus
09:42<andythenorth>industrial trains are BAD FEATURE?
09:42<supermop_work_>i guess hi to Antheus too, no harm being friendly
09:42<supermop_work_>andythenorth: idk. its something i sometimes want
09:43<Samu>andythenorth plz reopen 6926, plzzoh
09:43<supermop_work_>sometimes i just want to build a little metro with various short turn termini and branches
09:43<andythenorth>Samu: no, you'll have to convince someone else
09:44<supermop_work_>and then industries are just noise
09:44<andythenorth>6926 makes no sense to me
09:44<Samu>how does it not make sense?
09:44<supermop_work_>in those cases i guess industrial trains might make sense as decorative noise
09:44<Samu>i don't get it
09:44<andythenorth>how many patches have you made to try and prevent ship routes being blocked?
09:45<andythenorth>more than none?
09:45<Borg>howdy Pikka :)
09:45<supermop_work_>i still haven't built a network of 3-track mainlines that has been able to convince me there is any sensible way to use them
09:45<andythenorth>- the '3rd tile' blocks ship routes
09:45<andythenorth>- the aqueduct head blocks ship routes
09:46<supermop_work_>can we just remove ships for real
09:46<andythenorth>replace with NRT
09:47<andythenorth>supermop_work_: you should start a screenshot thread in forums
09:47<Samu>that patch aim is not about blocking routes
09:47<Samu>it's to facilitate canal construction inland
09:47<@planetmaker>Samu, I think the argument is: introducing that patch even blocks more ship routes
09:47<@planetmaker>makes blocking them easier
09:47<andythenorth>in what way is that goal related to the content of 6296?
09:47<andythenorth>the patch doesn't affect inland canals
09:48<Samu>I gave my reasons here
09:48<@peter1138>And we gave our reasons.
09:48<andythenorth>my point is you don't seem to understand your own goals
09:49<andythenorth>you provide many well-intended attempts to prevent ship routes failing
09:49<andythenorth>then you ask for a PR to be accepted that trivially blocks ship routes
09:49<andythenorth>6296 doesn't solve any useful problem
09:49<Samu>how is that even related
09:49<andythenorth>it is related, but I will have to re-explain
09:49<Samu>you don't seem to understand my aims
09:50<andythenorth>I am prepared to listen again
09:50<andythenorth>but my theory is that *you* don't understand your aims
09:50<@planetmaker>what's your aim? Not that of a single patch or PR. But in general?
09:50<andythenorth>^ what planetmaker said
09:51<Samu>6926 aim was to ease water constructions constraints a bit
09:51<Samu>7078 idem
09:51<andythenorth>7078 isn't rejecte
09:51<andythenorth>rejected *
09:52<andythenorth>I agree that issue is worth solving somehow
09:52<@planetmaker>^^ (and I agree with the comment concerning foundations)
09:53<Samu>the one about lock pricing is not about because of their costs being high, but because of a flaw in how the costs are added up
09:53<Samu>you misunderstood that one
09:53<@peter1138>Hmm, how should I signal to an open window to change its current selection?
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09:54<andythenorth>Samu: for 6233, I checked with frosch, who had reviewed it. I didn't review it myself
09:54<andythenorth>you have about 30% of the open PRs, and they are consuming a lot of the available reviewer time
09:54<Samu>#6933 is also aimed to ease water construction constraints
09:55<andythenorth>reviewer time is a scarce resource
09:55<Samu>you really need to build canals inland to understand the reasonings behind these changes
09:55<andythenorth>how do you know I don't? o_O
09:55<Samu>if you don't, it's easy to dismiss what I do
09:56<Samu>you get into those issues easily
09:56<andythenorth>Samu: I've made 2 of the 5 most popular ship grfs :)
09:57<andythenorth>I know about canals
09:57<Samu>it's very cumbersome at the moment
09:57<andythenorth>I am well aware
09:57<andythenorth>I'm not rejecting your PRs because canals are good
09:57<andythenorth>canals are bad
09:57<andythenorth>but these PRs are not well formed
09:57<andythenorth>and you are occupying a lot of reviewer time with them
09:58<andythenorth>and very few make progress
09:58<andythenorth>and it's ultimately not fair on other contributors
09:58<andythenorth>it might seem unfair to you that I close them
09:58<andythenorth>but there is a greater unfairness to other people if I don't
09:58<andythenorth>I don't like doing it, but eh
09:59<@peter1138>Make well-formed smaller PRs. In the PR, describe what you are trying to achieve.
09:59<@peter1138>Don't stack things together just because they're related, or make sense to you.
09:59<@planetmaker>I don't think it can get smaller than e.g. #6233
10:00<@peter1138>JGR didn't make one huge PR for improving cargo flow drawing.
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10:00<@peter1138>6233 is an issue, not a PR.
10:01<@peter1138>And I meant in general.
10:01<andythenorth> is the PR, and frosch found it made no sense
10:01<andythenorth>given that I trust frosch, why waste more people's time trying to do something with it?
10:02<andythenorth>it's been there since October 2018, so it's hard to make the case that anybody else really cares about that one
10:03<@peter1138>"if (!IsWaterTile(tile)) c->infrastructure.water++;"
10:03<@peter1138>Yeah... you can't build a lock on water.
10:03<@peter1138>(Or can you on a river? Hmm)
10:03<Samu>you can on a river
10:03<@planetmaker>it only changes the infrastructure count. Not the ability to build
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10:04<@peter1138>But nobody owns a river.
10:05<@planetmaker>yep. But a lock
10:05<Samu>if it's a river, don't count
10:05<Samu>if it's not, count
10:05<Samu>river is the only water tile
10:05<@peter1138>The lock is aleady counted.
10:06<@planetmaker>One can argue for locks both ways, both equally valid IMHO: building a lock in a river to make it shippable, is a HUGE endeavour. As such you definitely add infrastructure in that case
10:06<@planetmaker>But you don't add new water....
10:06<@peter1138>planetmaker, well, you should get the cost of the river tile being cleared
10:06<@peter1138>but ongoing, the cost of the lock is the same, so infrastructure cost doesn't change
10:07<Samu>i mimic what happens to the north and south parts
10:07<Samu>went with that line of thought
10:07<Samu>and applied to the middle
10:08<@peter1138>I think there is an issue in that the delta tiles could be river, or could be canals (owned by whom?)
10:09<@peter1138>Hmm, no
10:10<@peter1138>If they are river, they stay river, therefore you don't have infrastructure cost for them
10:10<@peter1138>You always pay for the infrastructure cost of the centre lock tile. That cost is more than a regular water tile, though.
10:10<nielsm>imo the outer tiles of a lock should be converted from river to canal when building a lock on a river
10:11<@peter1138>nielsm, maybe
10:11<nielsm>that's what the graphics hints
10:11<@peter1138>What about sea water?
10:11<@planetmaker>the important one is the center... but yes, graphics hint that
10:11<@planetmaker>the lock extends into sea @ peter1138
10:11<@peter1138>Should that become a canal tile too?
10:11<@planetmaker>so... yes, there, too. Why not
10:11<@planetmaker>for consistency
10:11<Samu>it remains sea
10:11<@peter1138>Should it stay a canal tile when you remove it?
10:12<@planetmaker>I guess not
10:12<nielsm>yes, they stay canal
10:12<@planetmaker>though canal at sea level is a convenient hack to fend-off land at sealevel
10:12<nielsm>river tiles
10:12<nielsm>sea tiles convert back I guess
10:12<@peter1138>Oddly when removing a lock placed on a river, it gets converted back to a river.
10:12<nielsm>(clear and re-flood)
10:12<@planetmaker>there's IMHO two choices: a) convert upper and lower tile to canal - and destroy them upon lock removal
10:12<nielsm>that sounds bad, converting back to river
10:13<@planetmaker>or b) keep them the water whatever they are. And don#t destroy them upon removal
10:13<@peter1138>b is what we do at the moment
10:13<Samu>i like b
10:13<@peter1138>a might make more sense
10:13<@planetmaker>the water class of the tiles is not changed currently. So they stay what they are
10:13<Samu>except when it's not water to being with
10:13<@peter1138>the lower lock tile on sea can then just be converted to dirt, ready to flood again
10:13<Samu>becomes canal
10:14<@planetmaker>yep @ peter
10:14<@peter1138>Hmm, what happens when you build a lock on a competitor canal? Is that possible?
10:15<Samu>it is
10:15<@planetmaker>maybe a) is more consistent indeed. Not sure I really like it though... it destroys rivers needlessly
10:15<Samu>upper and lower parts belong to the canal owner
10:15<Samu>middle tile belongs to lock owner
10:15<@planetmaker>but then it just shows another problem: that rivers don't restore their "natural" path
10:15<@planetmaker>which is somewhat out-of-scope for this discussion
10:16<@peter1138>Flowing rivers :D
10:16<nielsm>if you demolish a lock, regardless of which tile of it you click, it should convert to a click on the center tile of it
10:16<nielsm>and canal ends on top and bottom remain
10:16<@peter1138>14:57 < andythenorth> and you are occupying a lot of reviewer time with them
10:17<Pikka>obviously removing rivers is the only option :D
10:17<nielsm>should rivers even be destroyable at all?
10:17<@planetmaker>nielsm, that's another discussion... but you would want to keep the option to build locks into them
10:17<Samu>i had a patch some years ago that would restore rivers upon demolishing canal
10:17<@planetmaker>(or not?... maybe)
10:17<Samu>was rejected by yours truly
10:18<@peter1138>Yes, that's silly.,
10:18<andythenorth>see all this
10:18<andythenorth>and does it make any difference to gameplay?
10:18<andythenorth>or stability?
10:19<andythenorth>or is it amusing or fun?
10:19<@planetmaker>now you're being mean @ andy
10:19<Samu>it was making rivers more "important" to play around at least
10:19<andythenorth>planetmaker: not intending to be mean :)
10:19<Samu>not just a thing that you remove just so you can build more rail tracks
10:19<nielsm>introduce a "river spring" tile, which is indestructible, it propagates "flow bit" through all adjacent river and canal tiles, a river tile with flow bit only connected to one other water tile will random walk into adjacent tiles expanding the river, and if other water tiles are nearby (e.g. 3 tiles distance) gravitate towards those
10:20<nielsm>except that river flow can't propagate upwards in elevation
10:20<@planetmaker>not a new idea. And not necessarily a bad one
10:20<@planetmaker>Unfortunately not implemented
10:20<nielsm>possibly even make river flow not a bit but a value so multiple rivers flowing together creates stronger flow
10:20<Samu>sec, let me find
10:20<@peter1138>nielsm, I welcome a PR ;)
10:21<@planetmaker>does it destroy houses / industries / infrastructure?
10:21<@peter1138>nielsm, yes, needs to be a value. We have lots of spaces now.
10:21<@peter1138>planetmaker, griefing too, yes.
10:21<@planetmaker>maybe :)
10:22<@planetmaker>so... just add an option "Allow destroying rivers" and it's settled
10:22<@planetmaker>if it's set to 'false', such griefing cannot happen
10:22<nielsm>or maybe make it possible to destroy river springs, but it will cost a fortune and all towns in a 128 tile radius will instantly hate you :D
10:22<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
10:23<@planetmaker>Maybe those springs should rather be like antenna masts: un-removable
10:23<nielsm>yeah that's the other option
10:24<@peter1138>You'll be getting on to rivers drying up
10:24<@peter1138>Sediment shifting...
10:24<andythenorth>rivers :P
10:24<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #7097: Fix: enable DPI-awareness for MINGW builds
10:25<andythenorth>just walk them back up from the coast, add some random extra tiles when they turn
10:25<andythenorth>move on :P
10:25<andythenorth>liveries UI!
10:25<@peter1138>When the terrain generator can reproduce cheddar gorge I'll be impressed.
10:25<andythenorth>cheddar's not all that
10:25<andythenorth>I mean it's nice
10:25<@peter1138>Grand canyon.
10:25<nielsm>I also want to have unfillable ocean tiles
10:25<andythenorth>cheddar would fit in 64x64
10:25<andythenorth>if you left out the lake
10:25<@peter1138>There used to be deep-ocean patches.
10:25<andythenorth>grand canyon is more like 4096x4096
10:26<@peter1138>andythenorth, are you applying a scale to this game?
10:26<nielsm>yeah, deep ocean and that's required for oil fields
10:26<@planetmaker>why? </bikeshed>
10:26<@peter1138>Maybe that can be resurrected. It was kinda cool.
10:26<nielsm>kill the trains to oil fields!
10:26<andythenorth> :P
10:26<nielsm>(I do it all the time myself)
10:27<@peter1138>Urgh, yes... "valid gameplay" :/
10:27<andythenorth>so how do I reverse the ship pathfinder?
10:27<@planetmaker>we've FISH for that :)
10:27<andythenorth>so it always starts on coast tile, and goes uphill?
10:27<@peter1138> [12:05pm] peter1138: someone archive this convo please, for 5 years time when i decide to revisit it
10:27<andythenorth>I've archived that too :P
10:28<@peter1138>My comment about the docks ...
10:28<nielsm>if I suddenly stop participating it's because of birds taking control of my hands
10:28<@peter1138>That would fix up the need for 6296
10:31<@peter1138>Maybe I should look at that after... er... everything else.
10:32<@peter1138>I should try to find my multistop docks patch, that was necessary for it.
10:35<andythenorth>flat docks
10:35<andythenorth>allegedly it's already in the spec
10:36<andythenorth>but only for TTDP
10:36*andythenorth looks
10:36<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #6925: Fix #6574 #6636 #5405 #6493: Aircraft hangar issues
10:37<nielsm>have there been experiments with stations having capacity for waiting cargo?
10:37<@peter1138>Rather than 'unlimited'?
10:38<nielsm>and making many decorative station elements be meaningful
10:39<andythenorth>I knew I didn't hallucinate it
10:39<andythenorth>frosch told me years ago
10:39<andythenorth>ID 04 in action 3
10:39<andythenorth>dunno if that was ever implemented anywhere, or if it's just wiki wishful thinking
10:40<@peter1138>nielsm, probably not but it's a good idea.
10:40<@peter1138>It would limit those single bus stops with thousands of waiting passengers...
10:42<@peter1138>Maybe for 2.0 :)
10:43<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7078: Feature: Raise a corner of land automatically when building aqueducts
10:44<supermop_work_>flat docks are nice for those insane polish servers with flat rivers everywhere but insane track costs and unfathomable terraforming costs
10:44<Samu>about blocking routes because of AI behaviour, I accept that AI authors would need to take more care about where they build their stuff. That I understand.
10:44<supermop_work_>where the only way to make money is a horde of hovercraft around Gdansk
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10:49<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #6322: AI can allocate more memory than the system has, crashing the game
10:50<Samu>talking about #6927 being closed. I'm okay with this.
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10:50<Samu>#6926 is the one that hurts me most :|
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10:52<Samu>not even the aqueduct
10:54<@peter1138>Arguably, I'd say completely remove the 3rd tile check, and leave it up to the player.
10:55<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #6603: Insert XDG_DATA_DIRS into data loading path
10:55<@peter1138>Maybe keep it for AI.
10:55<@planetmaker>keeping it for AI would ... be somewhat unfair towards AI. But might make sense nonetheless
10:56<@peter1138>planetmaker, just thinking about expecting current behaviour.
10:56<@peter1138>Could be toggleable for them.
10:56<@planetmaker>The AI wouldn't mind, I guess
10:56<Samu>AI's would have to adapt :o
10:56<@planetmaker>Just players who swear when an AI involuntarily blocks passage by these means
10:57<@peter1138>That can happen by raising/lowering land anyway.
10:57<@planetmaker>yes. So by that argument that's a non-issue
10:57<@peter1138>But yeah, single dock tile _next_ to water would be my solution to that :)
10:58<@planetmaker>we should have docks which don't extend into the water but are built simply on the coast tiles
10:58<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7098: Crash: cannot dereference end map/set iterator
10:58<@peter1138>planetmaker, right. That's where my comment in that ticket andythenorth linked to earlier was going.
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10:59<@planetmaker>ah, I didn't see that
10:59<andythenorth>the building on the aqueduct exit tile blocks the exit
10:59<andythenorth>with no remedy
10:59<DorpsGek_II>[OpenTTD/OpenTTD] glx22 merged pull request #7097: Fix: enable DPI-awareness for MINGW builds
10:59<andythenorth>I don't mind if we allow blocking
11:00<andythenorth>BUT it makes no sense in context of these other boil-the-ocean PRs about preventing blocking
11:00<@peter1138>Hmm, 4pm.
11:00<andythenorth>like, decide what we want, or something
11:00<@peter1138>I want to go home.
11:00<andythenorth>I permit you to
11:00<andythenorth>tell them I said you could
11:01*planetmaker just arrived home :)
11:04<@peter1138>nielsm, hmm, I thought we already did some XDG stuff. Is it DATA_DIRS specifically?
11:04<Samu>you can't block a dock ith aqueduct
11:05<Samu>the slope doesn't permit it
11:05<Samu>and they have no foundations
11:05<Samu>it would force the 2nd dock tile to have a non flat slope
11:05<nielsm>peter1138 I didn't actually check
11:05<Samu>can't happen
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11:06<@planetmaker>Samu, what about this suggestion: we do not care whether a waterway path is being blocked by any building (players and AI can take care of that - not OpenTTD's task. It's the same as with road building basically)
11:07<@planetmaker>but we can agree on removing most building restrictions for docks and aqueducts.
11:07<@planetmaker>So not special casing the build places, but only blocking building when really absolutely needed
11:07<@planetmaker>as to really make things a bit simpler
11:19<Samu>that's ok, but most of the AIs will relly on the old behaviour which checks the 3rd tile
11:20<Samu>ai authors would have to update them
11:20<Samu>well, can't have it all
11:20<@planetmaker>arguably that's correct, yes
11:22<Samu>i have come to accept that ais are just like human players after all
11:22<Samu>if they build it wrong
11:22<Samu>its their fault :(
11:23<@planetmaker>well... yes. Adopt or amend an AI library which does these checks for them. And AIs just need to use that library
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11:24<Samu>you mean, keep the old behaviour just for the AIs, but create a new build behaviour for humans?
11:25<@planetmaker>AI can use libraries which can implement tasks many AI authors need.
11:25<@planetmaker>OpenTTD would not need to make a difference itself
11:28<Samu>i see, hmm so there should be a notice about behaviour change somewhere in the noAI api
11:29<@planetmaker>though none of the calls themselves changes
11:30<Samu>the return value of builddock, erm... let me find the correct name
11:31<@planetmaker>it still returns allowed or not allowed
11:31<@planetmaker>just more often allowed
11:32<Samu>yes, that
11:32<Samu>well, then there's nothing to do on the ai api side
11:32<@peter1138>Yay, cheap bike lights with dodgy USB sockets :/
11:33<Samu>it's gonna be up to ai authors to adapt their code to the new behaviour
11:33<Samu>as much as it saddens me, because most are inactive
11:33<@planetmaker>yes... that saddens me, too
11:35<@peter1138>I've seen savegames where AIs block their own stuff anyway...
11:36<+glx>most AIs start like it's a new game on loading
11:40<Samu>will the pier tile require water?
11:41<Samu>or will it build a canal if it's missing water?
11:42<andythenorth>I would rather ease the building restrictions
11:42<andythenorth>than nott
11:42<andythenorth>people will complain about MP griefing, but eh
11:42<andythenorth>what's new?
11:44<Samu>I got another project related to canal ownership on hold, didn't PR it because the changes are kinda massive
11:45<Samu>in it, i made all water based constructions to automaticaly build a canal underneath the structures if it is missing water
11:45<Samu>building in land is more fluid, but ultimately, ais in their current state, will suffer
11:46<andythenorth>so a dock will place water under it?
11:46<Samu>yes, but also set the owner of the water tile
11:46<Samu>it's not just a single owner now
11:46<Samu>will have 2 owners
11:46<Samu>dock owner, and canal owner
11:47<Samu>much like roads
11:47<Samu>and drive through stations
11:47<Samu>can have 2 owners
11:47<andythenorth>I am +1 to easing building
11:48<andythenorth>also more of this :P,%204th%20Mar%202183.png
11:49<Samu>there's just an issue, a big one, about what to do these water canals if one removes the structure
11:49<Samu>keep the canal?
11:49<Samu>create a bare land
11:49<@planetmaker>bare land
11:50<+glx>andythenorth: canal around the land ?
11:50<@planetmaker>you build water, if required. You destroy water when it is removed
11:50<Samu>but in the majority of cases, I don't want the water to be cleared
11:50<Samu>it's a dilema
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11:52<+glx>hmm looking at this screenshot I agree with nielsm, more space needed under aqueduct for road or tracks
11:53<Samu>it's an issue about consistency, demolishing a ship depot built on canal tiles in current openttd version still keeps the canals
11:53<Samu>i like this behaviour more than a bare land being created, but at the same time
11:54<Samu>if the ship depot is the first structure I'm creating on land and I wanna remove it
11:54<Samu>it's now gonna leave 2 water tiles behind
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11:54<andythenorth>glx: canal around the land
11:54<+glx>expensive ;)
11:55<andythenorth>it's my older child
11:55<andythenorth>he wasn't sure of money
11:55<andythenorth>short *
11:55<+glx>but smart
11:55*andythenorth builds airports on sea with canal tiles
11:55<nielsm>glx yeah it's just an issue of "does the ship float on top of a 5 cm deep puddle of water?"
11:56<@planetmaker>lool @ screenshot
11:56<nielsm>and similarly perhaps it should not be possible to tunnel directly below rivers/canals either
11:56<@planetmaker>but yes... I've built such already as well
11:56<+glx>for me it's more like can the vehicle under really go without touching
11:57<+glx>aqueduct seems thicker than other bridges
11:59<+glx>hmm for tunnels it's different, they can go deeper without anybody notice ;)
11:59<+glx>like in real life
11:59<nielsm>right, just assume that tunnel and any crossing below it fall some additional height
11:59<+glx>anything could happen between entry an exit
12:00<+glx>in ETS2 there's even tunnels making loops in scandinavia
12:02<Samu> that's gonna make aqueducts even harder to build in-land :|
12:02<+glx>but in the screenshot the aqueduct really feel very low
12:03<Samu>requiring 2 tile height
12:03<Samu>raising 2 levels with locks alone require 3 * 2 tiles
12:04<Taede> <-- so if a canal should be 2 tiles high, how low should a coalmine be?
12:05<Samu>is this why you want foundations?
12:06<+glx>wow orudg.e is featured in this one
12:07<Samu>i also have a patch about aqueducts requiring a min height of 2, let me dig
12:07<+glx>you sound like peter with your "I have a patch" :)
12:09<Samu>the 2nd post
12:10<Samu>makes it much much harder to raise 2 levels of land
12:10<Samu>harder to build, too many constraints
12:11<Samu>oh, i see it only applies to locks
12:12<Samu>upper lock tile requires a bridge height of 2
12:12<Samu>lower lock tile requires a briddge height of 3
12:16<Samu>just the number of locks and space requires to build an aqueduct over a lock behind... it's bad, doesn't facilitate canal construction at all
12:16<Samu>sorry about my typos
12:28<Samu>gonna try posting aircraft hangar issues a PR at a time
12:29<Samu>which will trigger andythenorth anyway :|
12:29<andythenorth>post one and see if it gets reviewed :)
12:30<Samu>will decouple the fixes into single PR's
12:31<+glx>but yes one "feature" per PR is better
12:36<LordAro>i have no issues with multiple fixes per pr, as long as they're in distinct commits
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12:42<@peter1138>Deponia: The Complete Journey is free on HumbleBundle for a limited time.
12:43<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened pull request #7099: Fix #6574: Go to takeoff if no hangar
12:44<@peter1138>That grammar though.
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12:53<TrueBrain>nielsm: it seems all Squirrel memory functions end up in a single file. And strictly seen we have a global telling which VM is active
12:53<TrueBrain>would it be bad to abuse that knowledge? As that would make for a relative easy fix
12:53<TrueBrain>just .. not really thread-safe :D
12:54<@peter1138>Is it threaded?
12:54<TrueBrain>given there is a global to instance which instance is active, I doubt it
12:54<TrueBrain>but I havent checked
12:55<@peter1138>I suppose if they have access to map or object info, threaded would probably not work well.
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12:57<TrueBrain>it is more that Squirrel itself seems thread-safe. So adding code that breaks that, might do more harm
13:02<TrueBrain>if I would be able to find what is new in Squirrel 3, it might be worth looking adding this to upstream, to fix properly
13:02<TrueBrain>as it is not that difficult, just touching a lot of code, from what I can tell
13:05<Samu>god damn dereference ...
13:06<Samu>well, i'll test in release build
13:06<LordAro>Samu: maybe you should fix that bug first :D
13:06<TrueBrain>seems it is not that much different .. just some new things got added ..
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13:07<Samu>it's not my bug
13:07<LordAro>TrueBrain: mm, i was doing some digging last night, there's not a lot that's changed
13:07<TrueBrain>'free' variables is the new thing in 3, it seems
13:07<TrueBrain>what-ever that is :D
13:07<LordAro>i couldn't find any sort of migration guide, other tham a few scattered forum posts about things not working with 3
13:08<TrueBrain>might be worth updating to 3.1; then we can upstream a patch to lock memory to the vm
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13:08<TrueBrain>examples of what is not working?
13:08<LordAro>i'll see if i can find it again
13:09<TrueBrain>the file structure is near identical
13:09<TrueBrain>seems the stdlib is bigger
13:12<TrueBrain>parent, vargc and vargv are no longer keywords
13:12<LordAro>TrueBrain: nope, dunno what i saw before, can't find it now :)
13:13<@peter1138>Samu, does #7099 fix aircraft that are already stuck, or just prevent them sticking in the first place?
13:14<TrueBrain>sadly, the github repo starts a bit after 3.0 was released, it seems
13:15<TrueBrain>the lexer shows some differences, but nothing that looks huge
13:16<TrueBrain>was not expecting that name
13:16<TrueBrain>took me WAY too long to find :D
13:17<Samu>peter1138 just prevents them sticking in
13:17<Samu>if they're stuck, they remain stuck
13:17<TrueBrain>-removed 'vargv' and 'vargc' keywords
13:17<TrueBrain>-now var args are passed as an array called vargv(as a paramter)
13:18<TrueBrain>-removed 'parent' keyword
13:18<TrueBrain>-added class getbase() built in method
13:18<@peter1138>Wonder if any scripts use them?
13:19<TrueBrain>I do too
13:19<@peter1138>Hmm, v3 released 2011 :D
13:23<TrueBrain>might be something for OpenTTD 2.0 :P
13:23<TrueBrain>together with NRT? :D
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13:31<Samu>how am i gonna explain that some of the changes only make sense together... :|
13:31<Samu>i'm falling into this hole again
13:33<Samu>you want to review them separately :|
13:33<Samu>then questions arise
13:33<Samu>then it's rejected based on its own, the rest of the changes become meaningless
13:34<Samu>I can already see all this rejected...
13:34<Samu>but will pr anyway
13:34<@peter1138>Explain it by itself.
13:36<Eddi|zuHause><peter1138> Deponia: The Complete Journey is free on HumbleBundle for a limited time. <- "unfortunately" i already have that..
13:37<Eddi|zuHause>also, can that even still be called "complete"? i think it was only parts 1-3, not 4
13:37<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened pull request #7100: Fix #6574: Remove go to hangar orders when rebuilding airport
13:38<Samu>#7100 for example
13:38<Samu>I am cancelling manual send to depot orders
13:39<Samu>on its own, it's pointless
13:39<Samu>the aircraft will still go flying around the airport
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13:42<Samu>my other part of the code, would be making the airplane do automatic service at another airport than the next in the orders
13:43<Samu>it was a manual order, I know, but it's cancelled
13:43<Samu>allowing it to trigger automatic service
13:43<Samu>it just requires my other part of the code there to actually start making sense
13:45<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7100: Fix #6574: Remove go to hangar orders when rebuilding airport
13:47<andythenorth>so I owe some reviews? o_O
13:47<@peter1138>You don't owe anything.
13:47<andythenorth>apparently not
13:48<andythenorth>you did the review
13:48<@peter1138>Review on what?
13:49<andythenorth>website stuff
13:49<@peter1138>Oh that was HOURS ago.
13:49<andythenorth>things move fast here
13:49<andythenorth>keep up andythenorth
13:49<@peter1138>Who wants to watch me dev?
13:50<andythenorth>you streaming? :P
13:50<andythenorth>I watched nielsm play OpenTTD :P
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13:51<Samu>peter1138 by "remove" I meant mark it invalidated, my bad
13:51<Samu>let me show screenshot
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13:52<@peter1138>Samu, so "RemoveOrderFromAllVehicles" doesn't remove orders?
13:52<Samu>the function is named like that
13:52<+glx>hmm I think I have an idea for the deadlock, need to try it
13:52<Samu>but it actually creates (Invalid Order) entry
13:53<@peter1138>The only thing is, what happens if you change your mind and replace the airport with one that does have a hangar?
13:53<Samu>remains an invalid order
13:54<andythenorth>isn't there some 30 day thing for that already?
13:54<andythenorth>reminds me about
13:54<@peter1138>andythenorth, for removed stations/depots, yes.
13:54<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7100: Fix #6574: Remove go to hangar orders when rebuilding airport
13:54<andythenorth>building an airport without a hangar is removing a depot
13:54<andythenorth>unless it's put back within the time limit
13:54<andythenorth>otherwise order is invalid
13:54<andythenorth>I assume I missed a memo :P
13:55<Eddi|zuHause>andythenorth: i had the exact same thought
13:55<andythenorth>Eddi|zuHause: feel like updating 7051? o_O
13:55<@peter1138>There is that.
13:55<@peter1138>I wonder if it's treated differently because it's part of the airport.
13:56<Eddi|zuHause>andythenorth: i only just noticed. maybe it should send out a notification?
13:56<andythenorth>if only there was a bot
13:56<Samu>hold on, im coming up with screenshots
13:56<andythenorth>deliveroo, or should I cook?
13:56<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7100: Fix #6574: Remove go to hangar orders when rebuilding airport
13:57<andythenorth>so where do hangars exist?
13:57<andythenorth>in the map
13:57<Samu>they're "stations"
13:58<Eddi|zuHause>they're depot tiles
13:58<Eddi|zuHause>i think
13:58<Samu>tile type is station
13:58<andythenorth>but they don't trigger 'invalid order'?
13:58<andythenorth>fix the root cause, replicate existing behaviour from elsewhere
13:58<andythenorth>don't add new behaviour if not needed
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13:59*andythenorth cooks, deliveroo is expensive
14:00<Samu>it's what happens when you remove a depot for a train, let me verify
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14:00<Eddi|zuHause>"your branch master is 54 commits behind origin/master" are you really moving this fast lately?
14:00<andythenorth>supermop_work_: yo
14:02<@peter1138>But deliveroo!
14:02<Samu>demolished train depot, it became Invalid Order immediately
14:02<Samu>i don't really invalidate it on demolish, only when the rebuilt airport doesn't have hangar
14:02<Eddi|zuHause>i hate patches with savegame bump, they're always conflicting when they're not merged quickly
14:03<Samu>it's more forgiving
14:03<andythenorth>so 7051 changes train depot behaviour to be more forgiving
14:03<andythenorth>I am +1 to not invalidating immediately
14:03<andythenorth>it supports airport closure + replacement
14:04<andythenorth>so waypoints and stations are invalidated on ~30 days
14:06<@peter1138>Only train?
14:06<@peter1138>What about road vehicles and ships?
14:06<@peter1138>If it works for all types, then that's a better solution than Samu's.
14:09<andythenorth>probably works for RVs and ships?
14:09<Samu>i'm not sure what 7051 do about hangars, let me look
14:09<andythenorth>I only tested trains :x
14:09<andythenorth>code looks like it's generic?
14:09<@peter1138>May not be because, again, hangars are removed different from depots for other types.
14:10<Eddi|zuHause>we need a more git friendly way of handling savegame bumps
14:11<@peter1138>It's mostly okay but yes, it'd be nice to not have to replicate numbers everywhere.
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14:12<@peter1138>Maybe an enum of when a change is introduced. Then you just need to resolve the conflict in one place.
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14:12<Eddi|zuHause>yeah, that giant comment above SAVEGAME_VERSION might be turned into an enum
14:14<nielsm>overkill solution: every savegame change has a GUID associated, every savegame contains a full list of all the GUIDs applicable to its data
14:16<@peter1138>Not sure what advantages that has.
14:16<nielsm>orthogonal changes don't affect each other, doesn't need serialisation
14:18<@peter1138>Maybe a PR? ;)
14:18<nielsm>yeah right :D
14:18<@peter1138>Not sure how you'd handle savegame conversion.
14:19<Eddi|zuHause>peter1138: the "before" check turns into "does not have GUID"
14:19<@peter1138>Or, indeed, handle future data changes.
14:20<@peter1138>It'd be neat, don't get me wrong. I'm all about the negativity :p
14:20<@peter1138>Hmm, how do I resize a window without changing its minimum size?
14:21<Samu>cloning repository
14:21<Eddi|zuHause>peter1138: change its default size, reopen with new default size?
14:21<andythenorth>did anyone make any PRs for Iron Horse? o_O
14:21<andythenorth>eh I should move it to github
14:21<andythenorth>then people draw all my sprites, right?
14:22<LordAro>that's how open source works, yes
14:22<Eddi|zuHause>that's how mafia works? sorry, i had to
14:23<Samu>7051 doesn't remove the hangar from the order after 30 days
14:23<Eddi|zuHause>i'm unsure what the conflict in order_cmd means
14:23<Samu>i replaced helidepot to heliport~
14:23<Eddi|zuHause>need to look at both original commits
14:25<Eddi|zuHause>and this saveload mess prevents me from handling this conflict individually
14:25<Eddi|zuHause>gonna abort this
14:25<Samu>hangars are a different speciment of depot
14:25<Samu>can't be decoupled from their airport
14:26<@peter1138> ;p
14:26<@peter1138>Hmm, so much latency.
14:27<LordAro>"Category: Open Transport Tycoon Deluxe" TRIGGERED
14:28<Eddi|zuHause>i like how on twitch you can skip ads with f5
14:28<andythenorth>can I? :O
14:28<@peter1138>Yeah, I know, I emailed them about that a while ago and then forgot about it.
14:28<andythenorth>I had to watch an ad
14:28<@peter1138>In fact I didn't even set it now, it was from when I last fiddled with twitch.
14:30<LordAro>we're missing the top of your screen, btw
14:31<LordAro>wait, crap
14:31<@peter1138>Looks alright for me.
14:31<LordAro>...i was scrolled down
14:31<@peter1138>:D :D
14:31<andythenorth>just give me all the train sprites for the group
14:31<andythenorth>and a crayon tool
14:31<LordAro>damn sticky headers confusing me about where the top of the page is
14:32<@peter1138>Hmm, wonder the list starts empty :/
14:32<@peter1138>Yeah, they're annoying
14:32<@peter1138>Oh, this is that 5000 ship savegame that used to be horribly slow.
14:32<Eddi|zuHause><andythenorth> can I? :O <-- yeah, twitch shows you an ad the first time you visit the site, but not the 2nd time. which is the reverse of youtube, btw.
14:32<LordAro>very nice
14:33<@peter1138>Got rid of the checkboxes from the livery window, now has "default" in the dropdown list.
14:34<@peter1138>Interesting bug!
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14:37<Samu>cherry-pick is awesome
14:37<Samu>just discovered it
14:37<@peter1138>Haha, yes.
14:45<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened pull request #7101: Fix #6636: Airplanes could be sent to helicopter station depots
14:48<@peter1138>Hmm, need to set initial scroll position.
14:48<@peter1138>And also, cook dinner.
14:52<Gabda>it is quiet in the stream
14:53<Gabda>are all 7 viewers from here? :)
14:53<LordAro>almost certainly
14:57<nielsm>constant buffering for me :(
14:58<Gabda>Can I have a WIP tag on PR 7047 and 7025?
14:59<Gabda>I am making a 3rd solution for the same problem
14:59<Gabda>that was fast, thank you :)
15:00<nielsm> <-- I think we should just integrate this? anyone opposed?
15:01<LordAro>nielsm: works for me, go for it
15:01<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #7077: Change: Always build baseset metadata, instead of including it in the repo.
15:02<LordAro>vast majority of it is for VS
15:02<LordAro>so as long as someone's tested that :p
15:03<Samu>an unexpected conflict :|
15:03-!-Gabda [] has quit [Quit: Leaving]
15:03<Samu>ship cache conflicting in
15:03<Samu>gonna solve
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15:05<nielsm>peter1138: merge your own pr :)
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15:07<nielsm>people are here and active, just not in this minute
15:07<Simons_Mith>Was very busy late yesterday
15:08<Samu>dest_tile is now SetDestTile
15:10<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened pull request #7102: Fix: Direct the aircraft to the correct location of the hangar when s…
15:11<Samu>i think that one deserves a savegame to demonstrate the bug
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15:14<+glx>I think I solved the deadlock, will PR
15:18<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7102: Fix: Direct the aircraft to the correct location of the hangar when s…
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15:20<Simons_Mith>I was pondering the naming of depots.
15:20<Simons_Mith>(Well it passes the time)
15:20<@peter1138>Ah harrr, now I'm back, but I've gotta eat :p
15:20<Simons_Mith>I would have thought the first depot in a town would just be called 'depot'.
15:20<Simons_Mith>There aren't any others, so there's no ambiguity,
15:21<Simons_Mith>But in-game, for understandable reasons, our companies depandtically name every depot as RV/Train or whatever
15:21<Simons_Mith>er, pedantically
15:22<Simons_Mith>I was mulling putting custom code in to strip the redudant bit out, for the first depot in a town.
15:23<Simons_Mith>Would mean that if you built a train depot first in one town and an RV epot first in aother, they'd both be called ABC Depot and DEF Depot.
15:23<Simons_Mith>Little buit more verismilitude, little bit less consistency.
15:24<Simons_Mith>Good? Bad?
15:24<Eddi|zuHause><nielsm> have there been experiments with stations having capacity for waiting cargo? <-- the suggestion has been around for a bit, but i have no recollection of anyone actually trying it. main problem is, how do you handle it for people who don't have any station newgrfs loaded?
15:24<DorpsGek_II>[OpenTTD/OpenTTD] glx22 opened pull request #7103: Fix #7007: deadlock when launched with -n switch
15:26<nielsm>Eddi|zuHause: I suppose you'd have to supply some base "warehouse" expansions to stations, or just only enable limited capacity stations if any newgrf supporting it are loaded
15:26<Simons_Mith>[I am looking at game strings in geranl again, actually. Per this old thread:
15:28<+glx>maybe use the closer station name as reference
15:29<Eddi|zuHause>nielsm: next thing is, people will want to disable the default station, if they want to introduce some stricter limits in their own station set
15:30<+glx>hmm there's a extra space in my commit message
15:30<@peter1138>Add a default capacity per station tile (maybe differ per type, as well)
15:31<nielsm>yeah that too
15:31<nielsm>roadside stops have lower capacity than bus stations e.g.
15:31<+glx>or it's DorpsGek_II
15:31<Eddi|zuHause>well, i'm assuming here that the default station gets some generic "good for any cargo" limit, and the newgrfs can differentiate that by cargo type/class
15:32<@peter1138>Eddi|zuHause, yeah, I'd say so.
15:32<@peter1138>Though bus stops are obviously passenger only?
15:32<LordAro>glx: it does indeed have an extra space :p
15:33<LordAro>looks like all the webstuff suppresses it
15:33<+glx>yeah fixing
15:34<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7103: Fix #7007: deadlock when launched with -n switch
15:34<LordAro>oh, that's a very simple change
15:35<+glx>yes and I midified the comment a little while fixing the commit message
15:35<+glx>it's better with a "while"
15:37<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7103: Fix #7007: deadlock when launched with -n switch
15:37<LordAro>oh, the CI is borked again
15:37<LordAro>azure is much sad
15:38<+glx>at first I though it would be way harder to fix the deadlock, but was simple when the idea came :)
15:39<+glx>these can be very nasty to fix
15:41<@peter1138>Ok so... set a scrollbar position.
15:43<Simons_Mith>BTW I generally take silence/no direct respose to mean 'nobody hates the idea'. Is that a reasonable assumption? Or is it wiser to canvas for an actual positive acknowledgement?
15:43<+glx>indeed :)
15:44<+glx>unless it's a very bad idea we rarely hate stuff
15:45<+glx>well not until we see the PR
15:45<@peter1138>We only hate Samu's stuff by default ;)
15:46<Simons_Mith>Well now that pull requests are a thing it's much easier to get a suggestion into a hateable state.
15:47<Simons_Mith>I think I'll start by resurrcting the copy refinements from that old thread.
15:47<+glx>like, if you were suggesting some kind of multi threading in game engine, the answer would be more direct :)
15:47<Simons_Mith>I presume breaking it into reasonably bite size chunks is wise?
15:48<+glx>as long as each commit is buildable and works by itself
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15:49<Simons_Mith>What's your preference on putting currently unused 'hooks' in for future stuff?
15:50<@peter1138>Depends how soon you think it'll be used.
15:50<+glx>it's ok in preparation phase I think
15:50<+glx>like if it's used by next commit ;)
15:50<DorpsGek_II>[OpenTTD/OpenTTD] fibbo commented on issue #7043: Disconnected towns during world generation
15:51<@peter1138>I once did it, in preparation for a commit later in the week. By the time I got there it'd been reverted, and that feature never happened.
15:51<+glx>but it was in svn time
15:51<+glx>with git it's easier
15:51<LordAro>it wouldn't have been merged nowadays ;)
15:56<TrueBrain>my poor mailbox .. maybe I should unsubscribe from getting an email for any activity on any OpenTTD repo ..
15:56<@peter1138>Filter it into its own mailbox.
15:57<TrueBrain>it already is; but I just mark them all as read now :P
15:57-!-Borg [] has quit [Quit: leaving]
15:57<+glx>hey I just get email for stuff I touched
15:58<TrueBrain>it is optional :)
15:58<+glx>I know
15:58<TrueBrain>why is Azure Pipelines triggering such a pain?
15:59<+glx>because it's the free version
16:00<TrueBrain>its really weird .. sometimes things don't want to queue .. but the timing is highly irregular
16:01<TrueBrain>lolz ... I named the new binary -docs-source.tar.xz
16:01<TrueBrain>we also have -source.tar.xz
16:01<TrueBrain>and the build system is now confused which I mean :D
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16:02<TrueBrain>(as it downloads all artifacts ending with -source.tar.xz)
16:02<TrueBrain>how annoying :D
16:02-!-sla_ro|master [] has quit []
16:02<TrueBrain>how to fix that .. hmmm
16:04<TrueBrain>:D That is cheating :P
16:04<TrueBrain> itemPattern: 'bundles/openttd-*-source.tar.xz'
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16:14<@peter1138>Sometimes, I wish I knew what I was doing...
16:15<TrueBrain>don't we all
16:15<DorpsGek_II>[OpenTTD/CompileFarm] TrueBrain opened pull request #24: Fix: [release-docs] name the source docs just '-docs.tar.xz'
16:15<@peter1138>So I can select a group when opening the window, but when changing the selection with an existing window, it wipes out the list completely :/
16:15<TrueBrain>peter1138: I just removed the -source part completely. As .. why not .. :D
16:15<@peter1138>TrueBrain, cheating is sometimes easiest :D
16:16<TrueBrain>all other solutions I found were more terrible :P
16:16<@peter1138>TrueBrain, an update for the download descriptions too?
16:16<TrueBrain>it already knows this one :)
16:16<TrueBrain>I can remove the now unneeded, I guess
16:16<@peter1138>Ah okay.
16:16<DorpsGek_II>[OpenTTD/CompileFarm] PeterN approved pull request #24: Fix: [release-docs] name the source docs just '-docs.tar.xz'
16:17<@peter1138>LordAro, ah yes, #7077 does work for VS, I do have VS here ;)
16:17<DorpsGek_II>[OpenTTD/website] TrueBrain opened pull request #39: Remove: -docs-source.tar.xz was never in production
16:18<TrueBrain>right, it is indeed nicer to remove that entry :)
16:18<DorpsGek_II>[OpenTTD/website] PeterN approved pull request #39: Remove: -docs-source.tar.xz was never in production
16:18<@peter1138>You'll be wondering what it is for later on down the line...
16:18<TrueBrain>I tried starting VS the other day .. it was telling me my license expired ... gave up after that :P
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16:20<TrueBrain>funny, Visual Studio Code found the VS, and is now using the cl.exe :P
16:21<DorpsGek_II>[OpenTTD/website] TrueBrain merged pull request #39: Remove: -docs-source.tar.xz was never in production
16:22<andythenorth>now what
16:22*andythenorth played tanks for a bit
16:23<TrueBrain>stop wasting your time on tanks!
16:24<TrueBrain>owh, it is friday
16:24<TrueBrain>no, it is okay
16:24<andythenorth>it's like 1 hour this week
16:24<andythenorth>in 2018 I was playing like
16:24<andythenorth>@calc 5 * 5 + 20
16:24<@DorpsGek>andythenorth: 45
16:24<andythenorth>that's a lot
16:24<TrueBrain>per day?
16:24<TrueBrain>per week?
16:24<TrueBrain>per year?
16:24<andythenorth>45 hours per day yes
16:24-!-Thedarkb-T60 [] has quit [Ping timeout: 480 seconds]
16:24<TrueBrain>that made the most sense to me too yes
16:24<TrueBrain>playing tanks against yourself
16:24<TrueBrain>and losing
16:25<andythenorth>can GS trigger towns building stuff?
16:26*andythenorth was looking at
16:26<andythenorth>also Samu's town growth ships thing
16:26<andythenorth>regressions via GS :P
16:27<DorpsGek_II>[OpenTTD/CompileFarm] TrueBrain merged pull request #24: Fix: [release-docs] name the source docs just '-docs.tar.xz'
16:29<@peter1138>Why would this->owner be wrong when calling a function externally from a window, but correct within that window?
16:31<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on issue #7043: Disconnected towns during world generation
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16:39<+glx>different this ?
16:39<@peter1138>Same pointer.
16:39<@peter1138>Eh, same pointer value.
16:40<@peter1138>I'm using BringWindowToFrontById, and then casting the return value of that.
16:40<LordAro>sounds like it's time for some watchpoints
16:41<@peter1138>I wonder if cgdb is still hideously slow with our debug builds.
16:41<LordAro>it wasn't too bad for me the other day
16:43<@peter1138>this->owner has the same pointer value too... just a different value.
16:45<@peter1138>Yeah seems okay now.
16:45<@peter1138>Used to take about 3 minutes to start up.
16:45<@peter1138>Slows down a bit with a watch on :)
16:45<@peter1138>Okay maybe 5000 ships wasn't a good savegame to try it on.
16:47<@peter1138>Or at all. Add a watch makes it horrible slow even without leaving that function :/
16:49<@peter1138>Oh, it wasn't debug 3
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16:50<@peter1138>Yeah, now it takes ages, woo.
16:50<LordAro>ah, lol
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16:53<Samu>it was by pure coincidence
16:54<Samu>talking about
16:54<Samu>it happened right in front of me
16:55<Samu>and during my prevent ship stuff
16:55<Samu>i know, but it's not derived from my stuff
16:55<@peter1138>Yeah but do you know the seed?
16:56<Samu>it wouldn't be useful
16:56<Samu>towns generate in different places
16:56<+glx>the seed is useful, it determines all random calls
16:57<Samu>erm, no, i mean the seed would only be useful for my prevent town grouth block thing build than the master
16:57<Samu>i tried the same seed on a master build, and the towns are placed differently
16:57<@peter1138>Ah okay.
16:57<Samu>kind of expected, due to the different construction rules
16:58<TrueBrain> <- w00p, finally tonight's nightly is published
16:58<TrueBrain>including NoAI and NoGo docs :D
16:58<+glx>all automatic ?
16:59<Samu>i followed the code and found it deleting towns with 0 population as they are generated
16:59<Samu>that's where I found it deleting the bridges
17:00<Samu>a town was generated on some of the free space shown on that screenshot, then removed right away because it generated with 0, but took bridges of nearby towns with it
17:02<@peter1138>So this->owner is set to INVALID_COMPANY within FinishInitNested()
17:02<@peter1138>So why it is *not* INVALID_COMPANY when I refer to owner within the window? :/
17:02<LordAro>TrueBrain: huzzah
17:02<andythenorth>drawing pretendelino fronts :(
17:02<andythenorth>is hards
17:02<LordAro>that right hand side does look very empty now
17:03<TrueBrain>it does; suggestions are welcome
17:03<LordAro>complete site redesign!
17:03<+glx>more screenshots ?
17:03<andythenorth>quite swooshy
17:03<andythenorth>TrueBrain: remove right hand column :P
17:03<andythenorth>increase news space
17:03<TrueBrain>go for it :P
17:03<LordAro>andythenorth: except not virgin :p
17:04<andythenorth>why not? o_O
17:04<LordAro>they got east coast taken away from them
17:05<andythenorth>TrueBrain: doing it
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17:05<@peter1138>hardware watchpoint worked in debug-level 3
17:05<TrueBrain>andythenorth: but but but .. the screenshots!
17:06<andythenorth>well put 4 screenshots there in a column then
17:06<@peter1138>One last crash and then it's ready.
17:06<andythenorth>now I have to learn how the screenshots work :P
17:07<LordAro> needs a bit more effort than just deleting the element, i fear :p
17:07<andythenorth>we need to sample n?
17:07<Samu> this is the code where it deletes 0 population towns upon world generation
17:07*nielsm wants an annoyance-mode for rail signals where they only work within limited distance from a station (and have very significant maintenance cost per individual signal)
17:07<Samu>no, i mean
17:07<andythenorth>LordAro: yeah nobody uses fully justified any more :)
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17:07<Samu>i better post it in the issue, chat a bit busy
17:07<andythenorth>nielsm: force building signal boxes :P
17:07<LordAro>andythenorth: also the header image
17:08<nielsm>andythenorth yep
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17:08<LordAro>Samu: you should always post things relevant to issues... in the issues
17:08<TrueBrain>andythenorth / LordAro: maybe leave it like this, and take longer to make it really better :P
17:08<nielsm>semaphores only work when you have personnel stationed nearby to watch the trains go by and pull those levers!
17:08<andythenorth>TrueBrain: I have learnt the hard way, don't make late changes on Friday, then ship
17:09<LordAro>andythenorth: surely our equivalent is making late changes on Sunday? :p
17:09<+glx>Samu: yeah that should go to the issue, will help others wanting to work on it
17:09-!-Thedarkb1-T60 [] has quit [Ping timeout: 480 seconds]
17:09<andythenorth>TrueBrain: I am happy to improve, but actually I am brain dead now
17:09<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7103: Fix #7007: deadlock when launched with -n switch
17:09<DorpsGek_II>[OpenTTD/OpenTTD] LordAro closed issue #7007: Joining server via shortcut causes freeze
17:09*LordAro googles "website designs"
17:09<andythenorth>99 designs
17:10<LordAro>"20 of the best website designs to inspire you in 2018"
17:10<andythenorth>oof ad spam sorry
17:10<TrueBrain>andythenorth: my point :) Lets just release this tomorrow :)
17:10*andythenorth just uses bootstrap for everything
17:10<LordAro>but of course
17:11<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on issue #7043: Disconnected towns during world generation
17:12<andythenorth>can we use pointless photos from unsplash?
17:13<TrueBrain>setting unrealistic expectations for the game are we? :P
17:13<TrueBrain>I wonder if planetmaker already got the steam account claimed :D
17:13<andythenorth>this is nope, tracks can't have snow
17:13<andythenorth>nope: curved bridge, tunnel on bridgehead
17:13<andythenorth>nope: elevated metro
17:14<LordAro>they are very nice photos
17:14<nielsm>works a bit better for simsig, with photos of the real locations simulated :)
17:15<andythenorth>peter1138: what did you do :o
17:15<andythenorth>oof I miss India
17:15<andythenorth>used to go every yeare
17:15<@peter1138>andythenorth, I finished it.
17:15*andythenorth fetches
17:17<LordAro>i think i shall play some tanks
17:18<andythenorth>who drew those icons :)
17:18<andythenorth>so bad
17:20<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened pull request #7104: Fix #5405: Determine the correct last and next destinations and then ensure these are within range of each other
17:20<andythenorth>oh the realism :)
17:22<Samu>the next 5 changes are too difficult to post as different PR's
17:22<Samu>they need to be together
17:22<Samu>they really have
17:22<+glx>then keep them together
17:22<Samu>they depend on each other
17:23<+glx>if it forms a logical group of commits
17:23<@peter1138>Keep together but separate commits.
17:24<andythenorth>peter1138: depot was slow to update livery after moving train to a group?
17:24<andythenorth>[rest is pretty awesome, just saying what I see]
17:24<@peter1138>Depot... hmm.
17:25<andythenorth>seems like it's not marked dirty
17:25<@peter1138>Yeah I guess I need to handle that case.
17:25<andythenorth>I click on it, it updates
17:28<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7077: Change: Always build baseset metadata, instead of including it in the repo.
17:29<@peter1138>Be 'funny' if everything fails now ;p
17:29<@peter1138>Would be nice to do the same for the widgets/squirrel exports, too.
17:29<@peter1138>I partially got the squirrel exports stuff working.
17:30<@peter1138>They need changing because they do in-place modification.
17:31<+glx>tempfile and diff ?
17:31<+glx>but squirrel export already does that
17:32<@peter1138>I mean they replace src/ai/ai_instance.cpp, to do it properly it needs to build from src/ai/ -> src/ai/ai_instance.cpp
17:32<@peter1138>Then src/ai/ai_instance.cpp can be removed from the repo.
17:32<@peter1138>I have that bit working, actually.
17:32<+glx>oh I see
17:32<@peter1138>But I'm not sure what a "blank" version of the file should actually contain, as it seems to rely on some of the autogenerated stuff already being there.
17:33<+glx>.sq are generated from nothing IIRC
17:33<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7104: Fix #5405: Determine the correct last and next destinations and then ensure these are within range of each other
17:33<@peter1138>Yes, they are fine.
17:33<@peter1138>Just needs a README put in the directory because git can't store empty directories.
17:33<@peter1138>And the _controller one is a bit unique too.
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17:34<+glx>_controller is not generated
17:34<+glx>so it's the "README" ;)
17:40<andythenorth>sooooo good
17:40<andythenorth>now imagine it with ctrl-click? :D
17:40<LordAro>i am absolutely terrible at this game
17:40<LordAro>took me 4 games to actually hit anyone
17:40<andythenorth>what are you playing?
17:40<LordAro>and that didn't cause damage
17:41<andythenorth>blitz or war thunder?
17:41<LordAro>world of
17:41<andythenorth>oh that one
17:41<andythenorth>I haven't
17:41<andythenorth>PC only :P
17:41<LordAro>ah lol
17:41<andythenorth>WoT Blitz is multi-platform
17:41<andythenorth>and shorter
17:41<andythenorth>7 min games
17:41<+glx>and fun
17:42<+glx>I tried world of warships
17:42<andythenorth>BAD FEATURE: is there an action 2 var for 'current company colour' (byte)
17:42<+glx>it's too slow
17:42*andythenorth has evil ideas
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17:46<supermop_work_>andythenorth: maybe
17:46<supermop_work_>i recall something like that but may be misremembering
17:46<@peter1138>andythenorth, so it's working as you expected it?
17:46<@peter1138>Apart from the depot thing.
17:46<andythenorth>peter1138: very
17:46<nielsm>ah good, at least someone has read it!
17:46<andythenorth>I have....ideas :P
17:46<andythenorth>but it's cool
17:47<andythenorth>let's try it on RVs :)
17:48<TrueBrain>lol @ nielsm :) I like the "it isn't a bug, so I am have a feature request" approach there :D
17:48<TrueBrain>I am have?
17:48<TrueBrain>well, time to drink more beer, I see
17:48<andythenorth>yeah ok so RVs works nicely
17:49<nielsm>that thing is really annoying :)
17:49<andythenorth>can give trucks a trailer colour to match route or cargo
17:50<nielsm>hmm wtf, it fails executing cscript
17:51<nielsm>and two instances of:
17:51<nielsm>C:\Program Files (x86)\Microsoft Visual Studio\2019\Preview\MSBuild\Current\Bin\Microsoft.Common.CurrentVersion.targets(2817,7): error MSB4057: The target "CreateManifestResourceNames" does not exist in the project.
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17:52<+glx><nielsm> <-- intellisense fails at doxygen comments
17:53<nielsm>glx yes, that's why I've not sent in a feature request for that
17:53<+glx>I think it's been requested for visual studio code already
17:54<+glx>but the NULL one is weird
17:55<+glx>how can it fail to execute cscript ??? it's a windows tool
17:55<nielsm>no clue
17:55<nielsm>but it seems it was running the v141 toolset msbuild projects with the v142 toolset
17:55<nielsm>I think
17:55<nielsm>so now installing the v141 toolset...
17:55<nielsm>and may have to make updated projects for v142
17:58<andythenorth>so how about...?
17:58<andythenorth>4 company colours? :)
17:58<+glx>it didn't suggest upgrade when opening vs141 solution ?
17:58<andythenorth>there are some purples we could sacrifice, especially if it was flagged :P
17:58<@peter1138>andythenorth... no.
17:58<nielsm>nope, it just loads it and shows (Visual Studio 2017) after every project name
17:58<@peter1138>You could do it with 32bpp, I suppose.
17:59<andythenorth>no red wagons for my grey engine? :)
17:59*andythenorth was trying to avoid suggesting 'wagon' and 'engine' options
18:00<andythenorth>cos it's probably a generic UI
18:01<nielsm>that's not something I will try to fix tonight
18:03<nielsm>good night...
18:03<andythenorth>bye :)
18:07<+glx>nice it doesnt find the compiler
18:07<Samu>hmm just got a non-conflict that should conflict
18:08<Samu>im using v->dest_tile yet, but since it's added code, the conflict detector doesn't detect
18:09<+glx>conflict only happen when changes are at the same place
18:09<LordAro>git doesn't care about the correctness of your code
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18:09<+glx>same as applying a patch file
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18:11<Samu>it was correct before the ship cache patch though
18:12<@peter1138>^ any objection to me just inverting the test on L316?
18:13<@peter1138>I dunno about the operation of the algorithm, but it doesn't make any sense as is, at least.
18:14<@peter1138>@seen adf88
18:14<@DorpsGek>peter1138: adf88 was last seen in #openttd 1 year, 19 weeks, 4 days, 7 hours, and 16 seconds ago: <adf88> classic Windows keyboard is nicer :p
18:14<@peter1138>Bit of an issue :/
18:15<LordAro>peter1138: if it works, no
18:15<LordAro>no issue
18:16<LordAro>odd that it doesn't cause any sort of issue on linux
18:16<@peter1138>Just luck.
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18:16<@peter1138>No issues with MSVC except when compiled with debugging.
18:18<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7105: Fix #7098, #7061: Inverted test led to invalid iterator access.
18:20<Samu>i get the same crash message for... #7090 and #7091
18:20<Samu>i believe it's the same message, it's on xtree at least
18:21<@peter1138>7090/7091 don't mention anything about a crash.
18:21<@peter1138>So what are you talking about?
18:21<Samu>I added a comment
18:21<Samu>maybe you didn't see them yet
18:22<Samu>only crashes on debug mode
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18:22<@peter1138>Well if you are using a version affected by 7098, then yes of course it will.
18:22<Samu>no, it's independent from that
18:23<@peter1138>If you mean something else...
18:23<Samu>crashes on visible list iterator
18:23<Samu>in ai_gui
18:23<@peter1138>Then bloody explain it properly, and ONLY do it on github.
18:23<Samu>:| ok
18:23<+glx>yeah the useful info should be on github, not in the chat
18:24<+glx>else it will be forgotten
18:24<Samu>the comment is there since... yesterday
18:24<+glx>the comment is not explicit
18:24<@peter1138>You didn't add the assertion message you received.
18:25<+glx>if you can add the crash message do it
18:25<Samu>ok, gonna reproduce it
18:25<@peter1138>We are doing other things that checking your bug reports every couple of hours.
18:25<@peter1138>That's the point of using github, it stays there until it's dealt with.
18:28<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on issue #7091: Dropdown menu can set value to a parameter of a different AI
18:30<+glx>ok now do it when running in MSVC ;)
18:31<+glx>runtime error window doesn't tell where the problem is
18:31<@peter1138>Agg, Fix #xxx, #xxx is not valid :/
18:32<+glx><keyword>( #<issue>| <commit>(, (<keyword> #<issue>|<commit>))*)?: ([<section])? <Details>
18:32<+glx>it should
18:32<Samu>not entirely sure if it's line 549 or 550, but it's here
18:32<+glx>ah add another Fix
18:32<@peter1138>glx, I think it needs Fix #xxx, Fix #xxx:
18:33<Samu>i'll copy call stack
18:33<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7105: Fix #7098, #7061: Inverted test led to invalid iterator access.
18:33<+glx>where is the mark in the window ?
18:33<+glx>the mark indicates next line
18:34<+glx>ie the one where the exectution should go if the call doesn't fail
18:34<Samu>the mark is at line 550
18:34<+glx>so error is at 549
18:34<Samu>> openttd.exe!AISettingsWindow::OnDropdownSelect(int widget, int index) Line 550 C++
18:35<LordAro>peter1138: i feel like Fix: #nnn, #mmm should be valid
18:35<+glx>I mean the line in the code window
18:35<Samu>ok, line 549
18:35<+glx>if you double click on the call stack there should be a little mark on the left
18:36<+glx>in front of the line following the error
18:36<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on issue #7091: Dropdown menu can set value to a parameter of a different AI
18:37<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7087: Presignal doesn't work on long distance
18:37<DorpsGek_II>[OpenTTD/OpenTTD] PeterN closed issue #7087: Presignal doesn't work on long distance
18:37<@peter1138>LordAro, I thought so too but it's not.
18:37<+glx>ok it++ fails
18:38<Samu>it's iterating past the list
18:38<+glx>makes sense there's no checks at all
18:38<@peter1138>glx, yeah, it's basically already got invalid state at that point.
18:39<@peter1138>The context has changed underneath it.
18:39<LordAro>Samu's doing good at finding loads of issues in the newgrf/ai config windows
18:40<Samu>query box has a very similar crash, brb
18:40<+glx>you see Samu, even if we don't accept your PRs, your work is still useful
18:40<Samu>gonna reproduce
18:42<+glx>the dropdown should be completly invalidated
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18:43<Samu>ew there's some missing steps there
18:43<Samu>forgot the step that starts aiai :p
18:43<@peter1138>Yeah, I think you can forget about the specifics of the crash. The issue is stuff is not invalidated properly.
18:43<+glx>"After clicking Accept, the list of settings change to the new AI, but the dropdown menu is still open" <-- that's the problem
18:43<@peter1138>Just closing the window would do.
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18:47<@peter1138>Heh, baseset metadata is kinda slow with MSVC, but meh, better than those incessant changes :p
18:48<LordAro>it's not doing it every build, is it?
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18:49<+glx>for #7090 when you do 'set ai_developer_tools off' I think the tools should be closed
18:49<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on issue #7090: Query box sets value to hidden parameters
18:50<Samu>i posted pr's to address them, take a look
18:50<+glx>yes same problem, the iterator is invalid
18:52<Samu>my patch requests: #7092, #7093
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18:52<+glx>they are automatically added to the issue ;)
18:54<fredcwbr-GO>Howdy, I'm a newbie and have been playing OpenTTD 1.6 for a while now. It's great fun. And would like to kick it up a notch, so
18:54<fredcwbr-GO>where would be the right channel to get guidance on questions about playing a specific type of game scenario ? More specifically, if there is some GRF or other stuff that could convert cargo to ISOCONTAINER , and direct them to a destination ., :::??? is that possible / existant in openttd ?
18:54<fredcwbr-GO>Thanks in advance for any reply.,
18:56<+glx>well there are newgrf displaying containers on trains for some cargo types
18:57<Samu>I didn't add a PR to the newgrf issue because I hate newgrfs, kekeke j/k
18:58<Samu>I actually didn't take a look at it
18:58<+glx>but I think the forums will be a better option for your question fredcwbr-GO
18:58<fredcwbr-GO>Ok, .. Thank you very much.,
18:59<fredcwbr-GO>I'll look into them... some in particular?
18:59<fredcwbr-GO>Thanks, have a nice evening.,
19:00<+glx>you could also get some replies on this chan, but depending on your timezone it may be difficult, we're mainly in europe
19:01<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
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19:01<m1cr0man>just realized, is there a katamaran boat set?
19:04<@peter1138>Ooh, past my bedtime.
19:05<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on issue #7089: Crash when Removing NewGRF from Active list
19:05<Samu>wow, what a nice table
19:09<Samu>i tied following how terraform_cmd works, it's quite complex
19:11<Samu>oh, that kind of dirty is for repainting
19:11<Samu>not the dirty i expected, well i didn't follow that
19:12<Samu>shouldn't the tile height be set first?
19:13<Samu>and only dirty them after?
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19:25<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7105: Fix #7098, #7061: Inverted test led to invalid iterator access.
19:25<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7105: Fix #7098, #7061: Inverted test led to invalid iterator access.
19:25<DorpsGek_II>[OpenTTD/OpenTTD] LordAro closed issue #7098: Crash: cannot dereference end map/set iterator
19:30<Samu>nice fix
19:30<Samu>hopefully it works
19:38<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on issue #6682: menu bars disappear if enable windows screen scaling on high dpi monitors
19:39<+glx>but I can't really test all this high dpi stuff :)
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19:40<@peter1138>I fiddled with enabling DSR but that gets me to 3360x2100. Doesn't exhibit any issues.
19:41<+glx>well openttd is dpi aware, but I found something about GDI scaling
19:46<+glx>hmm seems we are not concerned as we use DIB
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19:51<nnyby>testing out my sdl2 branch on a tiny map, lol
19:52<@peter1138>zBase ;(
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19:54<Eddi|zuHause>webcam but no mic?
19:54<+glx>no audio at all
19:54<@peter1138>Same as me earlier.
19:54<nnyby>no audio, sorry lol. i have a mic, just havent set it up
19:55<Eddi|zuHause>that delay...
19:55<@peter1138>I use for low-latency video stuff.
19:56<@peter1138>But twitch is not designed for it.
19:56<@peter1138>Hmm, window is no longer resizable.
19:57<@peter1138>It was kinda broken before, depending on what window manager is in use, but it worked.
19:57<@peter1138>^ with SDL2
19:57<@peter1138>Tiling window managers, woo
19:58<Eddi|zuHause>i can't follow what's going on with the window sizes
19:58<Eddi|zuHause>also, is that the game freezing or the recording software?
19:59<Eddi|zuHause>ugh, original road generator
19:59<+glx>Eddi|zuHause: check the webcam ;)
19:59<Eddi|zuHause>and point-to-point lines :p
20:00<+glx>I'm no fan of the base grf
20:01<Eddi|zuHause>awesome video quality :p
20:01<+glx>depends on the upstream link
20:13<Samu>Helicopters with 'service at helipads' enabled, will only do so when 'disable servicing when breakdowns set to none' is disabled
20:14<Samu>why did I do this?
20:15<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on issue #7089: Crash when Removing NewGRF from Active list
20:19<Samu>when breakdowns are disabled, vehicles do not need to do the automatic service
20:19<+glx>it's an option
20:20<Samu>helicopters servicing at helipads breaks autorenew/autoreplace routine if they are serviced in-time before the end of service interval time
20:21<nnyby>yeah, looks like that resizing thing needs to be fixed
20:21<Samu>automatic service is never called due to refreshing the interval counter
20:21<Samu>hence, autorenew/autoreplace never happens
20:22<Samu>so maybe this is why I made that change
20:23<Samu>to give automatic service a chance to get called
20:23<nnyby>it's like picking the most similar size out of the set of possible fullscreen resolutions instead allowing any window aspect ratio
20:23<+glx>I think openttd supports any kind of "resolution"
20:26<Eddi|zuHause>"OpenTTD window can be any size, as long as it is fullscreen"
20:27<Samu>i better write down this stuff before I get lost again
20:30<@peter1138>Hah, I remember looking at that ... a long time ago.
20:31<@peter1138>I wonder where my patches went... sigh.
20:31<nnyby>yeah, there is a part of the code that picks "best" resolution: my branch must be using this incorrectly
20:34<@peter1138>Might be that SDL_ListModes returns a resolution list in windowed mode for SDL2, but not SDL1.2?
20:34<@peter1138>That would set _all_modes
20:36<nnyby>yeah, that seems to be it
20:37<nnyby>the sdl1.2 driver set _all_modes based on fullscreen status and i just missed that
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20:41<nnyby>yeah that fixed the problem. think _all_modes is no longer necessary - just using _fullscreen
20:42<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
20:46<Samu>too many boolean logic and disable not set to none too much negative logic for my poor brain
20:46<Samu>it's easy to get lost
20:48<Samu>trying to summarize, if there are breakdowns, helicopters will service at helipads
20:49<@peter1138>What was the bug number?
20:49<Samu>which will ruin autoreplace if the interval timer is reset
20:51<Eddi|zuHause>yeah, something like that. maybe more descriptive names?
20:54<@peter1138>FML I really need to sleep :(
20:54<@peter1138>And I don't think I have these patches any more.
20:55<@peter1138>Might've posted it on flyspray.
20:56<Eddi|zuHause>if you did, andy closed it in a "man, nobody is doing anything with that anyway" rage
20:56<@peter1138>6493. It's not there, so I didn't.
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20:59<Eddi|zuHause>unrelated, but isn't "European KDE Developer" like a tautology?
20:59<Eddi|zuHause>i feel like half the KDE developers are german
20:59<@peter1138>Samu, yes, I mean the work I did on it is not attached.
20:59<nnyby>Eddi|zuHause: lol true :P
20:59<Samu>don't worry, I worked on it, only to get it closed anyway
20:59<nnyby>my girlfriend chose that phrase -_-
21:00<nnyby>and im not really european
21:00<@peter1138>It was autoclosed.
21:00<@peter1138>I already had a working fix :/
21:00<@peter1138>Oh well, sleep.
21:01<@peter1138>My "fix" was something like "if due to be autoreplaced, don't service at helidepot"
21:01<Samu>can u take a look at...
21:01<Samu>meh, forget it, go to sleep
21:03<Samu>the 3 commits that mention #6493 + the other
21:03<Samu>the refactoring one
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21:04<Samu>that was my solution to the problem
21:21<nnyby>goddammit my trains crashed. first time thats happened lol
22:34<Eddi|zuHause>that usually happens to me if i do construction work near signals
22:35<nnyby>yeah, that's exactly what happened
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23:35<DorpsGek_II>[OpenTTD/OpenTTD] glx22 opened pull request #7106: Fix #7089: close NewGRF textfile windows when their data are invalid
23:36<+glx>now sleep :)
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---Logclosed Sat Jan 26 00:00:37 2019