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#openttd IRC Logs for 2019-01-27

---Logopened Sun Jan 27 00:00:38 2019
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02:42<@Alberth>good news, updated site, new nightlies
02:43<@Alberth>congrats to you and TB
03:08<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6916: Re-implement building binaries via compile farm
03:23<andythenorth>92% Horse :P
03:25<Pikka>such horse
03:25<andythenorth>bendelnos or hard to draw
03:26<andythenorth>bendelinos *
03:26<Pikka>too many bends
03:26<andythenorth>I found a bug in AV9.8
03:27<andythenorth>no zellepin
03:32<@Alberth>mass air transport with zellepins :)
03:34<andythenorth>maybe I should make a plane grf :P
03:34<andythenorth>Iron Bird
03:35<Pikka>I was thinking maybe I should add the zellepin
03:35<andythenorth>AV9.8 is pretty much perfect
03:35<andythenorth>apart from the major flaw
03:35<andythenorth>no zellepin
03:35<andythenorth>probably one is enough
03:35<Pikka>also, no 32bpp 2x
03:35<andythenorth>just make it reasonably hench
03:35<andythenorth>not nerfed
03:36<Pikka>1900 intro date?
03:37<andythenorth>or 1905
03:37<andythenorth>HEQS Revival set?
03:37<Pikka>there's a plan
03:37<Pikka>whether I get to it, who knows
03:37<andythenorth>HEQS is so bad
03:38<andythenorth>I never use it
03:38<Pikka>it just needs to be all steam tractors
03:38<andythenorth>ha ha, I didn't try plane liveries yet
03:38*andythenorth busy
03:38<andythenorth>moar company colour needed Pikka
03:39<Pikka>are they?
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03:39<Pikka>how so?
03:39*andythenorth tries
03:44*andythenorth considers automatic rainbow patch
03:44<andythenorth>every time you build a vehicle, it gets the next rainbow colour
03:44<andythenorth>in a cycle
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03:55<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7108: Feature: Group liveries, and livery window usability enhancements.
03:55<andythenorth>that icon though :(
03:55<andythenorth>get pikka to redraw it?
03:56<Pikka>which one?
03:56<andythenorth>group livery
03:56<andythenorth>I did the best I can, it follows house style
03:56<andythenorth>but it's fugly
03:57<andythenorth>it's the right colours and size, but meh
03:58<Pikka>it looks ok to me
03:58<andythenorth>maybe I can fix it another time
03:58<andythenorth>so is this where vehicle intro dates get randomised?
03:58<@peter1138>Huh. When I tested last night the window title was company colour. Now it's not. What the heck?
03:59<andythenorth>I didn't update from your remote before I made screenshots
03:59<andythenorth>or are we talking about something else?
03:59<@peter1138>I haven't updated, I tested just now and it's grey too.
04:00<@peter1138>Was I that sleepy I was imagining it?
04:00<andythenorth>you branched?
04:00<andythenorth>and didn't merge it?
04:01<@peter1138>I intended to fix it in that branch, but it was already the right colour. So it just contains some other fixes.
04:01*peter1138 recompiles that one.
04:02*peter1138 waits for the Core 2 Duo to warm up.
04:03<@peter1138>If I wasn't on mobile data tethering I could probably just develop over VNC to my fast PC at home.
04:05<@peter1138>I do like the fact that this laptop shipped in an era when 32bit Windows was still around, so it actually only has 3GB memory.
04:05<andythenorth>oof also
04:05<andythenorth>so is GB(r, 0, 9) reading 9 bits from random, offset 0?
04:05*andythenorth totally guessing
04:06<@peter1138>Well, from r.
04:06<andythenorth>so if that's in days, it's about 16 months?
04:06*andythenorth wonders if the 9 can be exposed to newgrf in action 0
04:06<@peter1138>I see, it's already company colour in master...
04:06<@peter1138>That's broken in group-livery :p
04:07<andythenorth>which window title?
04:07<andythenorth>oh yes, I see :)
04:07<andythenorth>yes, this would be the window of all windows to use CC in
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04:09<andythenorth>so what property number is free for all vehicle types? :P
04:09<Borg>peter1138: develop over VNC? ugh.. with VNC tech you actually mean?
04:10<Borg>every one I used.. just sucks... RDP itself is far better
04:10<andythenorth>I guess we don't really keep common numbers for properties across vehicles
04:10<andythenorth>not practical
04:11<@peter1138>Borg, not in Linux land.
04:11<andythenorth>can I get a negative result out of GB(r, 0, n) ?
04:12<andythenorth>otherwise n/2 - GB(r, 0, n) I guess
04:13<Borg>peter1138: oh.. ok
04:13<@peter1138>Something like how we discussed the other day with that 14 bit callback result.
04:13<andythenorth>train prop 2E: word, max range for random intro date, days, signed
04:13<@peter1138>Depends on n.
04:14<andythenorth>@calc (65536 / 2) / 30
04:14<@DorpsGek>andythenorth: 1092.26666667
04:14<dwfreed>peter1138: x2go > VNC, fwiw
04:14<@peter1138>Did you want it negative and positive, or only negative?
04:14<andythenorth>I want to allow randomised vehicles to be introduced later or earlier than ei->base_intro
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04:14<andythenorth>500 months random is quite a lot eh :P
04:15<andythenorth>16 bits might be overkill
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04:15<@peter1138>Oh, you're talking NewGRF spec, not patching OpenTTD, right?
04:15<andythenorth>both I guess
04:16<andythenorth>rather than a new prop 'force intro date to be intro date'
04:16<andythenorth>it would be better to just specify the random range to be used
04:16<dwfreed>500 months is 41.667 years
04:16<@peter1138>I have a patch that adds a "force intro date to be same as this other vehicle"
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04:16<andythenorth>I think that's a rare case, and should just be 'set both to range 0'
04:17<andythenorth>I don't code all those EMU sets with special coaches
04:17<andythenorth>so eh
04:18<andythenorth>I'm more interested in cutting down the random range on wagons
04:18*peter1138 waits for this CPU to finish again. Maybe I should put the kettle on, it's probably run out of steam.
04:18<andythenorth>it would be interesting to have some joker vehicles that have variation of ~+/-10 years
04:19*andythenorth tries to magic up Eddi|zuHause
04:43<@peter1138>Yeah, so I broke it. Hmm.
04:45<andythenorth>fix itt? :)
04:45<andythenorth>I should fix my tt key
04:45<andythenorth>without breaking itt
04:55<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7108: Feature: Group liveries, and livery window usability enhancements.
04:55<@peter1138>Ok, window caption correct colour now.
04:56<@peter1138>FinishInitNested(company) resets this->owner to INVALID_COMPANY.
04:56<@peter1138>I assume there's a reason, but I donm't know it.
04:56*andythenorth fetches
04:56<andythenorth>this is so much easier than getting patches of pastebin :P
04:56<andythenorth>off *
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05:01<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #7108: Feature: Group liveries, and livery window usability enhancements.
05:04<andythenorth>hmm bendelino nearly drawn
05:04<andythenorth>RELEASE TIME?
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05:08<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7116: Change: Add company name to colour scheme window title
05:09<@peter1138>So did Pikka make better icons? :D
05:10<@peter1138>This laptop battery is constantly at 'Estimating' :/
05:17<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #7099: Fix #6574: Go to takeoff if no hangar
05:17<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh merged pull request #7099: Fix #6574: Go to takeoff if no hangar
05:17<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh closed issue #6574: Heliport "hangar" can cause stuck helicopters if it replaced a helidepot/helistation.
05:17<andythenorth>icons will do
05:17<andythenorth>I can fix later
05:17<andythenorth>they're all split up now, right? o_O
05:18<nielsm>btw if adding new graphics to the extraset included, it's probably a good idea to make a new image file for the new/changed sprites
05:18<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain closed issue #6916: Re-implement building binaries via compile farm
05:18<nielsm>to avoid modifying the existing spritesheet
05:19<nielsm>i.e. even if modifying an existing sprite, copy that sprite to a new graphics file and leave the original (wrong) sprite in the original spritesheet
05:19<nielsm>that way slowly separating out the sprites that do change
05:20*andythenorth BBL
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05:20<@peter1138>nielsm, that's what group-livery does.
05:22<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7100: Fix #6574: Remove go to hangar orders when rebuilding airport
05:23<nielsm>ah nice, I see :)
05:29<@peter1138>It's why I was asking earlier in the week (or maybe before) if I should use one file per sprite or one file per grouping :)
05:30<nielsm>I may have been out at that time
05:31<@peter1138>Turns out there's more to hidden railtypes than just hiding it from the list :p
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05:38<TrueBrain>planetmaker: you could tweet, not? mind sending a tweet about the latest post?
05:38<TrueBrain>(especially that nightlies are now available)
05:39<@planetmaker>tweet... there is some account, yes... I've never used it though, I think
05:40<@planetmaker>I didn't setup it
05:40<TrueBrain>I thought you were the last to find out how it worked :P
05:40<TrueBrain>I remember you saying before that you never used it :D
05:40<@planetmaker>hm... might actually...
05:40<TrueBrain>hmm .. so who here does know how to tweet :P
05:41<@planetmaker>frosch :P
05:41<@planetmaker>my browser remembers openttd twitter account :D
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05:42<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #7108: Feature: Group liveries, and livery window usability enhancements.
05:43<@Alberth>and congrats TB
05:43<TrueBrain>planetmaker: so it was you that tweeted last :P
05:43<TrueBrain>tnx Alberth :)
05:43<@planetmaker>did I say that I don't like twitter? :P
05:43<@planetmaker>but yes, I'm on it
05:44<@peter1138>I wonder if a hidden railtype needs to be 'available', just not buildable (nor shown in lists)
05:44<@planetmaker>your message is far too long :P
05:44<TrueBrain>make something nice out of it :D
05:44<TrueBrain>tnx planetmaker :)
05:44<@peter1138>I have a feeling if I mask it everywhere it will simply not exist and all the related stuff will not work either :D
05:44<TrueBrain>planetmaker: the topic alone should be enough, with a link, for all I care :P
05:45<@Alberth>"nightlies are back!"
05:46<nielsm>hmm I wonder if there would be a way to have msbuild build the baseset definition files while compiling the main source code, since they technically don't depend on each other
05:47<nielsm>they just both need to be present for the game to be runnable
05:47<@planetmaker>too late ;)
05:47<@planetmaker>deed is done
05:47<nielsm>peter1138 your branch names are too long!
05:47<TrueBrain>that works! Tnx planetmaker :)
05:50<@planetmaker>hm... link dead?
05:50<@peter1138>nielsm, haha
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05:51<TrueBrain>planetmaker: I did try to redirect most URLs,just not all. This seems to be one of them :D
05:51<TrueBrain>hard to fix, that instance
05:51<TrueBrain>your name is wrong andythenorth_ :P
05:51<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #7116: Change: Add company name to colour scheme window title
05:52<andythenorth_>phone innit
05:52<andythenorth_>my phone will kick me out in 180 seconds
05:52<andythenorth_>ios power saving kills network connections
05:53<andythenorth_>so intermodal containers...
05:54<TrueBrain>hmm, no, I can fix the news ..
05:54<andythenorth_>how many TEU per 1/8 vehicle length?
05:55<@peter1138>What's a TEU?
05:55<DorpsGek_II>[OpenTTD/website] TrueBrain opened pull request #46: Fix: [nginx] redirect news URLs without the language tag to the right…
05:56<andythenorth_>twenty foot equivalent unit I think
05:56<andythenorth_>8/8 is about 64 foot in horse, usually
05:56<andythenorth_>except when it’s 50 foot or 80 foot
05:57<@planetmaker>so... in essence 8/8 is 64 foot. Except when it isn't :P
05:57<@peter1138>Hmm. So I set "RAIL" to be hidden.
05:57<@peter1138>I now can't build it, woo :D
05:57<@planetmaker>peter1138, what are you trying to solve?
05:58<@peter1138>Hidden railtypes.
05:59<andythenorth_>so 8/8 is probably a 40 foot + 20 foot, or two 30 foot
05:59<@peter1138>It was a feature request a while back, but we didn't do it because we only had 16 types.
05:59<@planetmaker>what do hidden railtypes give me as player? (honest question)
06:00<@peter1138>Something to do with mixed power engine.
06:00<nielsm>...sometimes diff just does really insane things like here:
06:01<@peter1138>nielsm, that's not diff, that's Samu ;)
06:01<nielsm>"okay so the function was renamed and most of the code in it deleted... and then a new function with the original name and code inserted below
06:01<andythenorth_>it’s more about cross compatible vehicles
06:02<andythenorth_>mixed power is already done
06:02<@Alberth>likely samu wrote a new function above it, and diff gets confused
06:02<DorpsGek_II>[OpenTTD/website] TrueBrain merged pull request #46: Fix: [nginx] redirect news URLs without the language tag to the right place
06:03<andythenorth_>e.g universal vehicles or similar :)
06:03<@planetmaker>ah, I see. ty. peter. Interesting
06:03<@Alberth>we have railtypes but we dont :p
06:03<DorpsGek_II>[OpenTTD/website] TrueBrain opened pull request #47: Release: 1.0.2
06:04<@peter1138>planetmaker, I don't know how it'll actually work to know if it's a GOOD or BAD feature ;)
06:04<andythenorth_>specifically I want it for Hog, to permit certain go-anywhere vehicles with NRT
06:04<andythenorth_>and George has some use case too
06:06<@peter1138>Is "Add #xxxx: " permitted?
06:07<DorpsGek_II>[OpenTTD/website] TrueBrain merged pull request #47: Release: 1.0.2
06:07<@peter1138>nielsm, oops, I didn't generate widgets.
06:08<andythenorth_>did someone fix obs file crap? I didn’t see them yesterday
06:08<DorpsGek_II>[OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7108: Feature: Group liveries, and livery window usability enhancements.
06:08<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7108: Feature: Group liveries, and livery window usability enhancements.
06:09<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7111: Codechange: Rework automatic service for helicopters (#6493)
06:09<@peter1138>We ought to call generate widgets as part of the build process.
06:10<nielsm>wait did I not read that PR properly... is its _only_ purpose to do weird things when that dumb serviceathelipad setting is enabled?
06:11<@peter1138>nielsm, it's only purpose is to fix things when it's enabled, yes.
06:11<nielsm>oh, well may as well just reject and close it then
06:11<nielsm>anyone oppose?
06:11<@peter1138>If your answer is "don't play with that option" then... maybe we should remove the option?
06:11<nielsm>it'll break some ancient savegames
06:11<@peter1138>I wasn't aware that it was a legacy compatibility option.
06:11<@peter1138>You can still enable it, can't you?
06:12<nielsm>yes you can
06:12<andythenorth_>I wish we could stop trying to boil the ocean
06:12<nielsm>but it's only there because ttdpatch implemented it way back
06:12<@peter1138>IIRC it only breaks autoreplace.
06:12<TrueBrain>make it so you can only unselect it, but never select it again? :P
06:12<@peter1138>(and maybe autorenew)
06:12<@peter1138>TrueBrain, voids your warranty!
06:13<TrueBrain>planetmaker: your news link now works again!
06:14<andythenorth_>software is like a building
06:14<andythenorth_>some doors don’t shut properly
06:14<andythenorth_>some taps drip
06:14<andythenorth_>but does the building work?
06:14<nielsm> <-- and that would mean also rejecting this ticket
06:14<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7108: Feature: Group liveries, and livery window usability enhancements.
06:15<andythenorth_>why do we need to fix all these edge and corner cases?
06:15<andythenorth_>they’re not causing crash reports or failure demand
06:15<@peter1138>nielsm, yes.
06:15<andythenorth_>there’s more demand from all these frigging PRs about not much
06:15<TrueBrain>andythenorth_: if they are trivial and someone wants to fix it, what-ever
06:16<TrueBrain>but .. the trivial part is important :P
06:16<@peter1138>Hmm, if you disable service at heliport, and there's not airports with hangars in its route, does it cope with servicing?
06:16<@peter1138>andythenorth_, usability. Bug fixing isn't only about crashes.
06:17<DorpsGek_II>[OpenTTD/OpenTTD] J0anJosep commented on pull request #7108: Feature: Group liveries, and livery window usability enhancements.
06:18<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh closed issue #6493: Helicopters do not autorenew/autoreplace while in routes consisting of heliports
06:18<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #6493: Helicopters do not autorenew/autoreplace while in routes consisting of heliports
06:18<andythenorth_>do these PRs actually fix bugs? or just add string with high chance of new bugs?
06:19<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7111: Codechange: Rework automatic service for helicopters (#6493)
06:19<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh closed pull request #7111: Codechange: Rework automatic service for helicopters (#6493)
06:21<@peter1138>andythenorth_, which PRs?
06:21<andythenorth_>the 14 or so samu ones
06:22<andythenorth_>most of them don’t seem easy for reviewers to understand?
06:22<@peter1138>I just haven't bothered looking in detail at most of them.
06:22<andythenorth_>I’m +1 to fixing bugs generally, just not ocean boiling
06:22<@peter1138>Don't worry yourself over it, we have the bot now ;p
06:23<andythenorth_>natural attrition :p
06:23<andythenorth_>so ‘loading gauge’ for railtypes? o_O
06:24<andythenorth_>some intermodal containers are taller than others :p
06:26<@peter1138>Okay, I actually need to rework quite a bit for this hierarchical group livery stuff.
06:26<@peter1138>And in doing that, I can probably implement both Default and Inherit as options.
06:26<nielsm>andythenorth_, trains that can't go through tunnels? :D
06:26<nielsm>or require larger/more expensive tunnels
06:27<nielsm>or cannot run under catenary
06:29<andythenorth_>or something
06:29<TrueBrain>yippie, almost no 404s worth mentioning :D
06:29<TrueBrain>robots.txt is the highest 404 :P
06:29<TrueBrain>and 'ads.txt' ... lol
06:30<andythenorth_>India runs doublestack containers on conventional wagons, under catenary :o
06:30<TrueBrain>only 30 404s, of which 3 are solved. The rest seems to be junk :)
06:30<nielsm>afaik US electrified railways have catenary significantly further up than european ones
06:31<andythenorth_>64 railtypes anyone? :)
06:31<nielsm>(I once tried putting a german loco on an american electrified route in train simulator, and the pantograph didn't reach the wires :P)
06:33<@peter1138>So I need to ... duplicate part of the groups GUI.
06:33<@peter1138>Or somehow extract the code into a separate class.
06:33<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #7102: Fix: Direct the aircraft to the correct location of the hangar when skipping to a go to hangar order
06:33<andythenorth_>collapsible groups :p
06:33<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh merged pull request #7102: Fix: Direct the aircraft to the correct location of the hangar when skipping to a go to hangar order
06:34<@peter1138>This code uses smallvectors and stuff.
06:34<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh merged pull request #7116: Change: Add company name to colour scheme window title
06:34<@peter1138>I wonder how to convert it to a generate hierarchical lis.
06:35<@peter1138>Because, you know, build vehicle groupings at some point.
06:35<DorpsGek_II>[OpenTTD/OpenTTD] J0anJosep commented on pull request #7108: Feature: Group liveries, and livery window usability enhancements.
06:35<andythenorth_>how did 3298 do it in the collapsible groups patch!
06:37<@peter1138>It's probably still specific to the groups window.
06:37<@peter1138>That's what I want to avoid.
06:39<@peter1138>Yeah, that's very much specific to vehicle groups only.
06:39<@peter1138>The folded state is stored in the vehicle group.
06:39<@peter1138>Means it persists, which is nice, but it's ugly and non-generic.
06:42<@peter1138>I did hierarchical groups didn't I?
06:42<@peter1138>How does my code work?
06:42<andythenorth_>oof Tesco time
06:44<@peter1138>Ah it uses a temporary list.
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06:54<@peter1138>AddParents() should be named AddChildren()
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07:07<@peter1138>Ok, so I just duplicated the code :s
07:07<@peter1138>Ok, so I just duplicated the code :s
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07:33<nielsm>the terrible insistence on XML format in /// comments from vs:
07:33<DorpsGek_II>[OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
07:34<LordAro>otherwise known as "random keyboard mashing because github requires a dismiss message"
07:36<@peter1138>Does it?
07:36<@Alberth>missing the opportunity to enrich the world with a deep philosophical essay about the meaning of life
07:37<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7117: Fix group hierarchy not being visible in RTL languages.
07:38<@peter1138>I mean, it's a separate change, but also...
07:38<@peter1138>Related but not really related.
07:38<@peter1138>Also.. reducing indenting in a function designed to set up indenting... :D
07:39<LordAro>#7003 works well for me, anyone got any opposition to it?
07:40<@peter1138>Did the 2 - _font_zoom change?
07:40<LordAro> actually, that's a bit amusing
07:40<@peter1138>I'm not convinced
07:41<@peter1138>THe "invert" to be consistent doesn't make sense, because gui_zoom isn't inverted.
07:42<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
07:44<frosch123>TrueBrain: in case you want to tweet. info@ drafts folder has everything
07:44<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
07:47<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
07:48<LordAro>how about #7005 vs #7080 ? the latter is a lot more code...
07:48<LordAro>and also #7025 vs #7047
07:50<@peter1138>I'm not keen on the "lot more code"
07:51<@peter1138>But I've not looked at both in detail.
07:51<@peter1138>Oh, the last two I'm pretty sure need more work.
07:51<@peter1138>They are tagged as wip of course.
07:52<@peter1138>It'd be better not to have to add a load of storage for it.
07:52<@peter1138>But if necessary...
08:16<@peter1138>I wonder if there is an argument for just storing the local authority in the map array for more tiles?
08:17<@peter1138>There are other places where it's needed and it is expensve to find.
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08:25<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7108: Feature: Group liveries, and livery window usability enhancements.
08:26<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7106: Fix #7089: close NewGRF textfile windows when their data are invalid
08:30<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7108: Feature: Group liveries, and livery window usability enhancements.
08:34<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7021: Version names truncated after move to git
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08:39<TrueBrain>nielsm: adding bytes in the middle of a packet might give a bit more work than you would expect; as I assume you have to bump the network protocol version for that?
08:39<TrueBrain>also possibly means updating MSU
08:40<TrueBrain>(not a big deal, just hasn't been done in a long time)
08:40<nielsm>TrueBrain nope, the reading code handles that
08:40<TrueBrain>so it is send as string? :)
08:40<nielsm>it reads a 0-terminated string of variable length
08:40<TrueBrain>lucky you :P
08:40<nielsm>not a fixed width field
08:40<nielsm>I checked that already :)
08:40<TrueBrain>in the database it is a TINYTEXT
08:40<TrueBrain>should be fine too
08:41<nielsm>of course, a git revision hash is 40 hex characters
08:41<Gabda>can someone help me testing PR #7064?
08:42<nielsm>so it still can't be included in full, unless it gets encoded in some evil format
08:42<+glx>a partial git hash seems to be enough
08:43<+glx>if it contains a minimum number of chars
08:43<Eddi|zuHause>well, a 40-hex-string equals a 20 byte integer, but then you can't transmit that 0-terminated :p
08:44<nielsm>base 64 the binary then it fits in 30 bytes
08:44<TrueBrain>10 chars for date + twice a -. Branch name + git tag has 22 chars left
08:44<nielsm>(or there about?)
08:44<TrueBrain>in case of master, it means 16 chars from the git hash
08:45<Eddi|zuHause>so if you take, say, 8 chars from the hash, you have 14 chars for branch name?
08:45<Eddi|zuHause>or 13, if you include the "g" as we used to
08:45<TrueBrain>if you take the first 12 chars from the git hash, it is "unlikely" to have a collision
08:45<TrueBrain>but .. that value was 7 a few years ago :P
08:45<+glx>don't forget the "M" for modified repo
08:46<TrueBrain>pretty sure the M always drops off
08:46<Eddi|zuHause>TrueBrain: that number grows 1 per year?
08:46<TrueBrain>given it is at the end :P
08:46<+glx>yes but I think it shouldn't
08:46<Eddi|zuHause>TrueBrain: the entire point is to not drop the important bits by cutting out stuff in the middle? :p
08:47<nielsm>or we could completely rework the server info format and pack a bunch of the fields :D
08:48<+glx>hmm date should not be part of the server revision
08:48<TrueBrain>or reinvent the protocol a bit that not everything has to be in a single UDP packet :)
08:49<Eddi|zuHause>so what happened to the idea to have an internal version for multiplayer comparison and a display version?
08:49<+glx>because you can compile a valid version another day
08:49<TrueBrain>but short term vs long term, increasing the length now might be a good solution no matter what :)
08:50<Eddi|zuHause>the CI once again not picking up builds?
08:51<@peter1138>glx, date of revision, no?
08:51<andythenorth>duck pate on toast?
08:51<+glx>ah maybe, can't remember exactly the generation step
08:51<@peter1138>Right, off to visit the MIL again. Back on tonight when I'm home.
08:55<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7118: Add #5006: Flag to hide rail type from construction.
08:55<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7021: Version names truncated after move to git
09:00<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on issue #7021: Version names truncated after move to git
09:01<TrueBrain>Eddi|zuHause: why it doesnt pick up 7108 is a mystery .. it ispicking up new ones just fine
09:01<TrueBrain>owh, now it does dequeue
09:01<TrueBrain>very odd ..
09:03<Eddi|zuHause>we definitely need a solution to make this more reliable
09:03<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7021: Version names truncated after move to git
09:04<TrueBrain>glx: I fixed your comment :P
09:04<+glx>ah thanks
09:05<TrueBrain>(if you go in github to the file you want to link to, click on the line, click on the three dots, click on "Copy permalink", you can use that link to get this :)
09:05<+glx>I should learn to do it
09:06<TrueBrain>I just did :D As it was annoying me I didnt know how to do it :P
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09:07<TrueBrain>so ... MSU .. I should move that to the new infrastructure
09:07<+glx>hmm we could just reorder stuff in _openttd_revision
09:07<TrueBrain>but the current implementation is a bitch
09:07<+glx>put the git tag first
09:07<+glx>and truncate voluntary
09:08<TrueBrain>just keep in mind we also use this stuff to display to users which version the server is on etc
09:08<TrueBrain>might not be ideal if that is only a part of a git hash ;)
09:09<+glx>but git hash is only 10 chars
09:09<TrueBrain>OpenTTD Coop server should upgrade to latest nightly!
09:09<+glx>so there's some chars left after it
09:09<TrueBrain>when did it became 10?!
09:09<+glx>for a modified source
09:10<TrueBrain>a git hash really is 32 :)
09:10<+glx>we use short tag
09:10<TrueBrain>anyway, just keep in mind that how we currently do it, it is also a user-friendly thingy
09:10<TrueBrain> <- scroll past the 1.8.0
09:11<LordAro>at the point at which 10 chars is insufficient to differentiate revisions, it can be further adjusted :p
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09:11<TrueBrain>but okay, I would suggest splitting long-term solutions from short-term solutions :)
09:11<nielsm>how about if the 'g' prefix for git hash is kept, use it to indicate modified-ness?
09:11<TrueBrain>nielsm: G if modified :P
09:11<nielsm>e.g. 'm' instead of 'g' for a modified revision
09:11<nielsm>and 'u' for unknown if modified (??)
09:12<TrueBrain>"There are 186 clients, 283 IPv4 servers and 45 IPv6 servers." <- we always had more servers than players :P
09:12<Samu>aren't servers clients as well?
09:13<Samu>eh, i guess not
09:13<frosch123>i miss the 0.6.3 server
09:13<TrueBrain>welcome in 2019, where dedicated servers are a thing for over 10 years :P
09:13<TrueBrain>frosch123: yeah, what happened to it!
09:13<frosch123>maybe someone remote-crashed it
09:14<nielsm>but yeah someone should set up a server running nightly!
09:15<andythenorth>frosch123: I am curious about a spec for simultaneously introducing option might be exposing the '9' here to newgrf as a prop?
09:15<TrueBrain>OpenTTDCoop .... why you so slow :(
09:15<TrueBrain>I blame planetmaker :)
09:15<+glx>hmm we don't use short hash, we just take 8 first chars of the hash
09:15<frosch123>andythenorth: there was a more elaborte spec, but it had issues
09:16<andythenorth>I thought of 3 or so options so far :P
09:16<frosch123>i think the idea was to randomise introdates, but make sure to not reorder introduction
09:16<frosch123>which implies, that vehicles with same introdate keep the same introdate, randomised as a group
09:17<+glx>using --short gets a 9 chars hash
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09:18<Eddi|zuHause>frosch123: i'm not really so fond of that idea
09:19<andythenorth>the crudest solution is to expose the random range to newgrf, signed
09:19<andythenorth>then for simultaneous introduction, set 0
09:19<frosch123>i am sure you can find a closed issue with more thought on it :p
09:19<+glx>from george ?
09:19<frosch123>yes, but now dorpsgek
09:19<andythenorth>the crude solution loses random dates for many vehicles, if the grf needs a lot of simultaneous vehicles
09:20<andythenorth>in my grfs, that would work, but YMMV etc
09:20<frosch123>i am not a fan of ad-hoc solutions
09:20<Eddi|zuHause>andythenorth: that is also not a good solution
09:20<andythenorth>so then we seem to need to decompose two issues
09:20<andythenorth>1. simultaneous introduction
09:20<andythenorth>2. control over random range
09:21<andythenorth>1 > 2 in this case :P
09:21<frosch123>2 is for realism-nerds. i am not a fan of that
09:21<andythenorth>2 was an interesting side effect, not a goal
09:21<+glx>the main problem is the revision string was created in svn time and svn revs are way shorter than git hashes
09:21<Eddi|zuHause>frosch123: i was saying yesterday that, similar to my suggestion on grouping vehicles, there should be a property for a "master" vehicle which gets used for introduction. once the "master" vehicle gets introduced, the others get introduced as well
09:21<frosch123>same people who disable breakdowns :p
09:21<andythenorth>I would use it for joker trains, setting 10 years or so
09:21<andythenorth>every game is more different
09:22<andythenorth>oof I should re-enable breakdowns now that RVs are fixed
09:22<Borg>btw.. its kinda sad that you can move trains to groups.. from station lists
09:22<Borg>just an idea ;)
09:22<+glx>oh and there's still no solutions for _openttd_newgrf_version
09:22<andythenorth>so 1. just forces simultaneous introduction, seems easy?
09:22<Borg>you cant I mean.. sorry
09:22<andythenorth>but what about deadlocks?
09:23<andythenorth>do vehicles have to be put into sets?
09:23<andythenorth>if simply A wants B to be available, and B wants A available, that deadlocks?
09:24<frosch123>glx: i think stable version is enough
09:24<Eddi|zuHause>you can implement (1) by generating the random range based on game seed and intro date property, then all introdates get a reproducible random range
09:25<Eddi|zuHause>so all vehicles introduced on the same day will stay on the same day, even if randomized
09:25<andythenorth>so they're pinned
09:25<andythenorth>makes sense
09:25<andythenorth>no newgrf spec extension needed?
09:25<andythenorth>that's elegant?
09:26<andythenorth>it has a definite appeal
09:26<andythenorth>ha I never set days, just year, but eh
09:26<andythenorth>that's changeable :P
09:28<Eddi|zuHause>also a side effect: you don't get new introdates by setting "reset_engines" or "reload_newgrfs"
09:28<andythenorth>not sure if that's positive or negative
09:28<andythenorth>call it neutral :P
09:28<nielsm>glx, how about newgrf version is savegame version + some constant?
09:29<andythenorth>supermop_Home: yo
09:29<Eddi|zuHause>nielsm: savegame version isn't really related to newgrf version
09:29<Samu>wow, i got approved patch requests, wow nice thx :)
09:29<frosch123>i would like to see more newgrf experimental branches
09:30<frosch123>so, either we go for individual feature-tests, or we stay with stable-release only
09:30<Eddi|zuHause>frosch123: the newgrf people already were semi-opposed to including patchpack stuff in the wiki
09:31<frosch123>linear versioning between stable is pointless
09:31<andythenorth>frosch123 long-running ones, towards a new grf version? Or just throway experiments?
09:31<andythenorth>there is a high impedance mismatch to extending grf spec
09:32<frosch123>andythenorth: throw-away experiments.
09:32<Eddi|zuHause>i understand it, there is lots of resitance to support experimental stuff from a newgrf developer perspective
09:33<frosch123>my subjective impression is: newgrf guy wants to try something but cannot code themself, and requests it for master implementation. then it is either ignored or implemented. when it is implemented it turns out as not-as-expected, so noone continues to use it
09:34<Eddi|zuHause>that's why there's so many George requests
09:35<frosch123>the pattern is even somewhat reinforcing itself. when half-baked ideas are rejected, people try to work around them by requesting minimal changes, that make stuff even worse
09:36<frosch123>like people requesting that vehicle-reverse becomes an integer :p
09:36<+glx>newgrf guy should find someone to create a fork then PR once it's ok
09:36<nielsm>(I hope the 16 cargoes in/out stuff becomes used)
09:36<Samu>was 4096x4096 maps "not-as-expected"?
09:36<+glx>better for everyone
09:37<@planetmaker> [14:32:45] i understand it, there is lots of resitance to support experimental stuff from a newgrf developer perspective <-- it's a steep thing to write a NewGRF and then throw everything away. Not the usual attitude of NewGRF people
09:37<Eddi|zuHause>frosch123: we should permaban the next person who requests that :p
09:37<Eddi|zuHause>"no means no"
09:37<andythenorth>^^^ I tried to sum up the problem
09:37<andythenorth>not with solutions either :P
09:38<andythenorth>who wanted vehicle-reverse as an integer? That's nuts :P
09:38<andythenorth>I wanted an arbitrary counter, byte, incrementing on ctrl-click, and vehicle-reverse is mod(2) of the counter :P
09:39<+glx>well to be fair 2 forks may be needed, 1 for openttd, 1 for nml
09:39<andythenorth>I still do want an arbitrary counter, because I think it's funny
09:39<andythenorth>but the solution for variants is more like
09:39<@planetmaker>nml is as easily handled as OpenTTD wrt forks...
09:40<@planetmaker>it's python... so you don't need anyone to compile anything really
09:40<frosch123>planetmaker: does nml support 16-in/16-out yet? :p
09:40<+glx>but it's always better to try the idea before asking for implementation in master and discard it after testing
09:40<andythenorth>it doesn't
09:40<andythenorth>I am getting (very nice) newgrf author DMs on the forums asking about that
09:40<@planetmaker>why not? :D
09:40<andythenorth>really polite ones
09:41<frosch123>planetmaker: language barriers. you need to know openttd, nfo, nml, python, wiki, ...
09:41<andythenorth>mostly it's not done because I didn't make a comprehensive industry test grf in the nml docs
09:41<andythenorth>because I don't really understand the new prod cb format
09:41<Eddi|zuHause>planetmaker: concerning george, there was more than one incidence where i went like "here, try out this patch" and he came back with "i can't compile, must be in a nightly to test it"
09:41<andythenorth>and I can't remember what we did about the various props
09:41<@planetmaker>indeed... a lot of stuff to consider when adding newgrf things
09:41<frosch123>reason why i personally abandoned nforenum
09:41<andythenorth>also I spent a lot of time making rainbow trains :P
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09:42<@planetmaker>where does nforenum come into the picture you painted, frosch123 ?
09:42<andythenorth>dead as a dwodo
09:42<@planetmaker>you mean additional to nfo addition in grfcodec?
09:43<frosch123>a few years back we used to maintain nforenum, and add every new property, callback, action ...
09:43<andythenorth>that sucked
09:43<andythenorth>how unrewarding :)
09:43<frosch123>now nforenum purely exists to compute the "sprite count" in openttd.grf
09:44<@planetmaker>well. You and rubi did. And... it's a pita from what I see when I read the patches
09:44<andythenorth>how many people left who know how to use grfcodec then?
09:44<andythenorth>Pikka ^ you on nml yet?
09:44<Eddi|zuHause>we established earlier that Pikka is not a sane person :p
09:44<@planetmaker>grfcodec is easy. Just writing plain nfo is not
09:45<andythenorth>it's just so much easier when developing newgrf features
09:45<andythenorth>no nml patch needed
09:45<andythenorth>grfcodec just accepts whatever it's given, if it's valid
09:45<andythenorth>but counting bytes :(
09:45<@planetmaker>well. You can do stuff like accessing arbitrary var in NML, too
09:45<frosch123>also, patching nml is actually not easy
09:45<Eddi|zuHause>anyone tested the last #7000 yet with more complex RTT?
09:45<frosch123>various grf people need windows binaries insteady of python
09:46<+glx>yeah writting nfo is like compiling asm manually
09:46<frosch123>and only devzone (and me who copied it from devzone) can compile nml binaries
09:46<@planetmaker>but adding stuff to NML ... yes... not exactly the easiest thing. NewGRF internals never are easy
09:46<@planetmaker>there's also too much backward compatibility in NewGRF land
09:46<@planetmaker>a zillion ways to do stuff. And it varies from feature to feature what and how it is done
09:47<Eddi|zuHause>i'm pretty sure compiling eddi-nml was broken last time i tried
09:47<@planetmaker>but throwing away all newgrf stuff and inventing newnewgrf... not a good option either (see netscape - anyone recall?)
09:47<andythenorth>it's not a big enough problem to throw it away
09:47<andythenorth>although I do like a bonfire
09:47<andythenorth>it's not broken, it's just high-friction
09:47<andythenorth>newgrf *works*
09:48<@planetmaker>the single problems are not big. But NewGRF additions approach unmaintainable
09:48<andythenorth>the primary issue is the lack of active devs imo
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09:48<andythenorth>when there were 3 or 4 people advancing the spec, problems get reduced
09:48<@planetmaker>that it is... yes
09:49<andythenorth>recently, if I don't write a test grf, and possibly the nml patch and docs too
09:49<andythenorth>newgrf features don't move
09:49<andythenorth>but I am not the only newgrf dev :P
09:50<andythenorth>oops turns out andythenorth is feeling guilty about the 16-cargo-industries thing :P
09:50<andythenorth>ha ha, and if I don't help with the website the CF doesn't get finished as fast :)
09:51<LordAro>andythenorth: also, #7109
09:51<andythenorth>if I don't test mac support stuff, mac support dies
09:51<andythenorth>how do I find all this time to play tank games? :P
09:51<andythenorth>I want a medal
09:51<Samu>ships are slower
09:52<@planetmaker>you actually deserve a medal, andythenorth
09:52<frosch123>well, thanks for the new website :)
09:52<@planetmaker>your assessment is quite accurate
09:52<+glx>andythenorth: not the first time mac support is menaced, happened when we lost bjarni
09:52<Samu>they now take time turning around, nice touch
09:52<andythenorth>they do, nice isn't it :)
09:53<andythenorth>so the choice of Jekyll for the website was driven by the idea that someone like Kamnet could then do the news
09:53<andythenorth>it's just a git PR to make a post
09:54<andythenorth>not sure the same approach works for newgrf dev
09:54<Eddi|zuHause>did we post news about new nightly builds yet?
09:54<+glx>anyone can write a post now, it's a good thing
09:54<frosch123>Eddi|zuHause: i read it on twitter first
09:54<+glx>TB did IIRC
09:54<Samu>just spotted some misalignment doing the turn to the right when the ship is facing south
09:55<+glx>I saw a PR about that
09:55<Samu>pixel alignment
09:56<Samu>it's reproduced in the main menu ships
09:58<Samu>needs someone with good eye to spot the problem
09:58<Eddi|zuHause>slight hiccup on the website, if you go to the "header menu" disappears
09:59<+glx>it's still on the old infra
10:00<+glx>I know because the icon shows ipv6 ;)
10:01<Samu>how am i reporting this, it's difficult to spot
10:01<Samu>or maybe i'm just being too incisive
10:05<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
10:05<andythenorth>so from this list, what's solvable?
10:08<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened issue #7119: Ships turning around pixel alignment
10:08<Eddi|zuHause>i don't think that's how it works
10:09<andythenorth>the ships, or the impedance mismatch? o_O
10:09<Eddi|zuHause>the grf stuff
10:09<andythenorth>does it work at all currently? o_O
10:09<andythenorth>what's the goal?
10:11<Eddi|zuHause>it needs a "holistic" approach? :p
10:11<Eddi|zuHause>talk more, make it easier to test stuff, ...
10:12<andythenorth>the spec development is driven by
10:12<Eddi|zuHause>there's lots of parts to that
10:12<andythenorth>- george and michael asking for things via ticket, and not getting them
10:12<Eddi|zuHause>like making compiled versions from PRs
10:12<andythenorth>- me and V asking for things here, and getting them
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10:13<Eddi|zuHause>or having GRFs containing experimental stuff also work in trunk/master
10:13<andythenorth>so the reason we have so many NRT grfs is because TB made the binary, and frosch made a windows nml binary
10:13<andythenorth>single biggest intervention we could make is repeating that
10:14<andythenorth>ok so your second point
10:14<Eddi|zuHause>but doing that manually is overkill for smaller things like #7000
10:14<andythenorth>ha 7000, another debt I have to pay :)
10:14<andythenorth>oh well
10:15<andythenorth>so when I load NRT Road Hog in trunk, it's disabled
10:15<andythenorth>rather than having features disabled
10:15<andythenorth>that's possibly the most correct thing to do, right?
10:15<nielsm>missing the actual real network revision fix ;)
10:16<nielsm>but gets rid of the buffer size warnings about the gamelog
10:16<Eddi|zuHause>it might need some deeper spec considerations to make master "forward compatible" with grfs containing experimental features
10:17<andythenorth>it might be over-engineering
10:17<andythenorth>let's explore some more
10:17<andythenorth>so I manage that by having hg branches
10:17<andythenorth>we'll ignore my incompetence with hg, and hg's inadequacy
10:17<andythenorth>it's still a hassle
10:17<andythenorth>most authors likely don't even have vcs
10:18<andythenorth>so branching is a non-thing for them
10:18<andythenorth>and then there's the distribution issue: sharing grfs for testing is a PITA
10:19<andythenorth>I rarely post OpenTTD bugs I see because I'd have to make a clean savegame without unreleased grfs
10:19<andythenorth>impedance mismatch on someone else getting those grfs is too high
10:22<andythenorth>new bananas? o_O
10:22<andythenorth>nml binaries on openttd CF?
10:29<supermop_Home>75 mph large flat cars show no cargo when full of pig iron andythenorth
10:32<+glx>nielsm: but you don't get the full hash, I think the substring used for githash still contains g[first 8 chars of hash]
10:33<+glx>nielsm: ignore me, I incorrectly readed the scripts
10:36<@planetmaker>nml binaries via the same channels as openttd, grfcodec, basesets would be awesome
10:47<Eddi|zuHause>andythenorth: that doesn't help with people who don't really want to share their unfinished works
10:49<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7100: Fix #6574: Remove go to hangar orders when rebuilding airport
10:50<+glx>an it's understandable, they don't want to get bug reports for unfinished work
10:50<Samu>damn it, i was thinking it would turn it into a comment~
10:50<Samu>not into a reply
10:50<+glx>it's a comment
10:51<+glx>oh use the other inupt box then ;)
10:51<Samu>it's a link to a reply to a comment :(
10:52<Samu>i wanted to link to the comment instead
10:52<Samu>guess im just copy pasting
10:53<Samu>avoids needless confusion
10:53<TrueBrain>planetmaker / andythenorth: there should really be no issue doing that (except possibly for some dollars per month; lolz)
10:59<@planetmaker>TrueBrain, do we pay per build?
10:59<@planetmaker>or how do additional builds add to our bill?
11:00<TrueBrain>owh, yeah, I could be a bit more verbose there :D Lol :) No, builds are free (well, Azure gives 10 agents free for Open Source)
11:00<TrueBrain>but publishing of the binaries goes on the CDN, which costs a tiny bit of money per download
11:01<TrueBrain>like .. $0.01 dollar per GB transfered
11:01<TrueBrain>hence the "lol" :P
11:02<TrueBrain>so nothing to worry about in any real sense
11:06<Samu>dang 27th january doesnt open
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11:08<Samu>yesterday i closed a pr of mine, need to get a link to it, its lost in the log
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11:09<+glx>use filters on github
11:09<Samu>HTTP 500
11:10<LordAro>Samu: use. github
11:11<LordAro>why do you think we keep insisting stuff goes there?
11:11<+glx>all your closed PR
11:12<Samu>woah nice!
11:12<+glx>use the tools
11:12<+glx>they exist for a reason :)
11:13<Samu>its #7115, got it
11:14<+glx>on PR page, there's a search box, click on filter, select "your pull requests", the click on "xxx closed" on top of the list
11:14<+glx>it's really easy
11:14<TrueBrain>planetmaker: do you have any influence which version openttdcoop runs on its server?
11:15<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 opened pull request #7120: Feature: Town Voronoi diagram
11:15<Gabda>Can I ask for a WIP tag for #7120?
11:16<@planetmaker>TrueBrain, yes. What in particular?
11:16<+glx>TrueBrain: may need a CI upgrade
11:16<LordAro>Gabda: is this your 3rd PR for the same feature? :p
11:16<@planetmaker>I pay the bill and thus have HV access :P
11:17<TrueBrain>planetmaker: I meant the OpenTTD server; it is not running the latest nightly :)
11:17<Gabda>LordAro: well, almost
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11:17<Gabda>I plan to drop the first one, I don't like that, but the conversation under the PR is good
11:18<TrueBrain>glx: if that is a PR people like, someone would have to make the changes in that repository so it is supported by the Linux machines
11:18<Gabda>and this 3rd one a little different, it can be merged with the 2nd one
11:19<Samu>fixing 7115 is very easy on my ai gui overhaul patch. Just need to ask 'IsConsideredDead(this->slot)' and pass it to the reseter function
11:19<Gabda>and after the merge it can have some new features, like when building a new industry, it indicates in real time on mouseover if that is a good place, or you cannot build it for that town
11:19<Samu>but on master, its gonna be hard~
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11:19<TrueBrain>glx: very specifically, it is most likely sufficient to add it to this apt install list:
11:20<+glx>yup that's what I was reading
11:20<Samu>IsConsideredDead is something I magicated specially for my overhaul needs
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11:20<Samu>can't simply copy what it does
11:20<Samu>need to mimic master behaviour
11:21<DorpsGek_II>[OpenTTD/OpenTTD] nikolas commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
11:21<Samu>and master behaviour is buggy as hell in the scenario editor
11:21<TrueBrain>glx: seems he is also on the case :)
11:21<@planetmaker>hehe... it needs updating all the scripts... err-no-svn :P
11:22<nielsm>so, what shall we do about the network revision string? keep current format, do some hacks to make sure part of the git revision is always included, make an entirely new format?
11:22<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
11:22<DorpsGek_II>[OpenTTD/CompileFarm] nikolas opened pull request #25: Include SDL 2.0 dev headers in debian
11:23<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
11:23<@planetmaker>in essence a new format might not be bad which actually sends three separate entities: branch, hash and newgrf version
11:23<Gabda>now that I think about it, I think PR #7047 is finished. I thought it would be better with this voronoi, but it is good without it.
11:23<Gabda>Can I have the WIP tag from #7047 removed? :)
11:24<Samu>i dont know what to do
11:24<DorpsGek_II>[OpenTTD/CompileFarm] TrueBrain approved pull request #25: Include SDL 2.0 dev headers in debian
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11:24<+glx>Gabda: done
11:24<Samu>do i fix the way i fixed for mine? or do i fix and keep the buggy behaviour in the scenario editor
11:25<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 commented on pull request #7047: Add #6887: Highlight tiles within local authority of towns
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11:25<Gabda>thanks for the tag/untag :)
11:26<TrueBrain>We are your bot; command us! :D
11:26*Gabda feels bad :/
11:26<TrueBrain>no need :)
11:27<TrueBrain>we are happy to help :)
11:27<+glx>it's simpler to request it that to add a useless comment to ask on github I think
11:28<+glx>of course works only if people in charge are present ;)
11:28<Samu>are you guys aware of scripts running in the scenario editor? some settings can be changed even when the widgets are disabled
11:28<Borg>btw guys... is there a plan to allow making groups from vehicles lists from stations?
11:29<TrueBrain>nielsm: if I were you, I would do a short-term fix to fix 90% of the cases. After that, we can work on a more real fix, with splitting what the user sees from what we send over the network (for example, only git hashes over the network, that stuff). Possibly even revamping the whole UDP protocol? :D
11:29<Gabda>in this case can someone help me test PR #7064?
11:29<Samu>let me look
11:29<@planetmaker>TB likely has a point ;)
11:30<Gabda>I have only one computer, and I am not familiar enough with the multiplayer mode to test it on one PC
11:30<TrueBrain>Gabda: start OpenTTD twice, and connect via LAN / localhost :)
11:30<DorpsGek_II>[OpenTTD/CompileFarm] nikolas opened pull request #26: Change: Remove subversion and mercurial from base docker image
11:31<Samu>oh i "fixed" #7064 it, on the basis that only the server has access to the screen that settings is and that only the server can start the companies
11:31<Gabda>the same build, or I will need two copies in different folders?
11:31<Samu>aka, "just change it directly"
11:31<Samu>screw sync
11:31<Gabda>so you cannot edit from two clients?
11:31<DorpsGek_II>[OpenTTD/CompileFarm] TrueBrain commented on pull request #26: Change: Remove subversion and mercurial from base docker image
11:32<Gabda>because not it could
11:32<DorpsGek_II>[OpenTTD/CompileFarm] TrueBrain approved pull request #26: Change: Remove subversion and mercurial from base docker image
11:32<Samu>i am not really sure
11:32<Gabda>with PR #7064
11:32<Samu>the server itself can
11:32<Samu>but if someone logs in with server credentials or whatever the heck
11:32<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh opened pull request #7121: Fix #7021: Better revision strings for network and gamelog
11:32<Samu>dont know if it has access to that
11:32<TrueBrain>Gabda: as far as I know, you can just launch OpenTTD twice from the same folder :) Start one as server, the other connect as client
11:33<nielsm>yes you can absolutely play network games with yourself
11:33<Samu>inb4 windows firewall
11:34<DorpsGek_II>[OpenTTD/CompileFarm] TrueBrain merged pull request #25: Include SDL 2.0 dev headers in debian
11:34<+glx>you can even start a dedicated local server if you don't want to have 2 game windows
11:35<+glx>Samu: no issue when connecting to localhost
11:35<DorpsGek_II>[OpenTTD/CompileFarm] TrueBrain commented on pull request #25: Include SDL 2.0 dev headers in debian
11:36<Gabda>I need two windows, as I need the GUI on both
11:36<+glx>the more usual issue is to connect to a local advertised server
11:36<TrueBrain>I am happy with people who don't only fix that what is in front of them, but also a bit around it :) That is nice :)
11:36<+glx>when the router doesn't want to connect to the outside IP
11:37<+glx>from inside
11:37<Samu>btw, this is how I (did not) fix it:
11:37<Eddi|zuHause>there used to be an issue with temporary files?
11:37<Eddi|zuHause>maybe that was running 2 servers
11:38<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7121: Fix #7021: Better revision strings for network and gamelog
11:39<+glx>well the config file conflicts when used by 2 servers at the same time, mainly because they need different ports
11:39<Gabda>can I join to a server as client and have admin rights, so I can see and set he AI/Game Script Configuration window from the client as well?
11:40<+glx>only server can manage scripts via GUI
11:40<+glx>clients can do stuff via rcon, but it's less friendly
11:41<Eddi|zuHause>glx: i was thinking things like the temp savegame when joining a server
11:41<Gabda>can you link me a description on that?
11:41<Gabda>I want to modify the maximum number of competitors from anywhere but the GUI
11:42<+glx>you can change settings via rcon
11:42<Gabda>even for not dedicated servers?
11:43<TrueBrain>especially for dedicated servers :D
11:43<+glx>not dedicated server just has GUI
11:44<+glx>and console
11:44<+glx>and rcon
11:45<+glx>note that rcon requires to se a password in cfg
11:46<+glx>unless you have physical access to the running server to do it in its console
11:47<Gabda>it seems like I cannot change the number of maximum competitors from rconú
11:47<Gabda>or I missed it when I read through the commands
11:48<+glx>I'm quite sure it's possible to change it
11:48<Gabda>found it
11:48<+glx>don't forget the quotes ;)
11:49<DorpsGek_II>[OpenTTD/CompileFarm] TrueBrain merged pull request #26: Change: Remove subversion and mercurial from base docker image
11:49<andythenorth>hmm 93% Horse
11:49<DorpsGek_II>[OpenTTD/CompileFarm] TrueBrain commented on pull request #26: Change: Remove subversion and mercurial from base docker image
11:50<TrueBrain>that last darn 10%
11:52<Samu>back to where I was
11:53<Gabda>no, I didn't find it, it was something else
11:53<Samu>hmm how am I gonna report this. scenario editor lets me change settings of in-game parameters even when the widget is shown as disabled
11:54<Samu>i dont know what's wronger
11:54<Samu>being able to edit any running setting in the editor
11:55<Samu>yeah, i need to report this somehow
12:00<+glx>Gabda: difficulty setting.max_no_competitors
12:00<nielsm>dammit TrueBrain just won't let me do my stupid C tricks in peace! :D
12:00<+glx>oups setting difficulty.max_no_competitors :)
12:01<TrueBrain>nielsm: tricks are fine; unbounded tricks are not :P
12:01<Gabda>I missed the difficulty. part
12:02<+glx>yeah network settings don't need the prefix
12:02<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened issue #7122: Values of disabled widgets can be changed
12:04<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7121: Fix #7021: Better revision strings for network and gamelog
12:06<TrueBrain>much better nielsm :)
12:06<Gabda>while I searched for it, I found a bug in my modification
12:06<Gabda>I doesn't work when paused...
12:07<Gabda>multiplayer is a mysterious thing
12:07<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
12:08<Eddi|zuHause>i feel like i once tried to patch it so rcon doesn't need quotes, but passes the parameters
12:09<Eddi|zuHause>"13. Aug 2010 rcon3.diff"
12:09<LordAro>well it's not like there's already too many PRs
12:09<+glx>pff stupid github not considering a force push for the notifications
12:10<LordAro>glx: ? it normally does
12:10<Samu>need some guidance in how I'm fixing #7115. knowing of the problems of #7122. What should be the result of the fix for #7115?
12:10<+glx>for me I get notifications only when a comment is added
12:10<Samu>glx, can you take a look
12:11<Samu>you were on it yesterday night
12:11<Eddi|zuHause>i have no clue how correct this was
12:11<LordAro>glx: oh, actual github notifications, rather than github irc notifications
12:11<+glx>yes on the website
12:11<+glx>I know we get them here
12:12<Eddi|zuHause>i've never used website notification thingies
12:13<Samu>do i fix 7115 and mimic the buggy behaviour displayed on 7122?
12:14<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7120: Feature: Town Voronoi diagram
12:15<Samu>in the scenario editor, some settings are shown as disabled, but they really aren't... what should 7115 do in this situation?
12:15<+glx>I think it's a different issue, if the GUI show them as disabled, you are not supposed to be able to change them
12:16<Samu>it's closely related though
12:16<+glx>not tried to follow your indications, but I guess the GUI shows disabled, you click on value and it opens a querybox
12:17<Samu>yes, and it does change them
12:17<+glx>it should not open a querybox
12:17<+glx>that is the bug
12:17<Samu>it's not just queryboxes
12:17<Samu>it's bools, left/right arrows, dropdowns, all
12:18<Eddi|zuHause>ci failure report still horrible
12:18<+glx>yes but if the state is disabled the OnClick should enforce it, if it doesn't it should be fixed there
12:18<Eddi|zuHause>also, page not loading
12:19<Samu>do i fix 7115 knowing in advance that 7122 will also be fixed?, or do i first make a fix that mimics the buggy behaviour and then fix all of 7122 afterwards?
12:22<+glx> says it should stop if not editable, but maybe something is wrong in this area
12:24<Samu>_game_mode == GM_NORMAL
12:24<Samu>should be _game_mode != GM_MENU
12:25<+glx>yes the test should match the one in
12:26<+glx>see, with some quick analysing it does'nt need a lot of work to be fixed
12:26<Samu>hmm, it's a deeper problem
12:27<Samu>instances could be running in editor or not be running in editor
12:27<Samu>both cases apply
12:27<+glx>the first step is to have the gui correctly follow the disabled state
12:28<+glx>then you can handle the next issue, which may need to change how disabled state is determined
12:28<+glx>but the first step is still the inconsistency between display and click
12:30<+glx>a private function to determine the editable state seems a good idea here
12:30<Samu>i have fixed it "my way" on the gui overhaul PR, it touches many of these issues, believe me, it's a deeper problem that it looks
12:31<Samu>however, "my way" is just that... what I think it's best
12:31<+glx>anyway I think I'll fix this one, I see how to do it easily
12:32<Samu>instance could be running, or not running, and if running, it could be dead, or alive
12:33<Samu>the slot could also have the config, or not have the config
12:33<Gabda>i could use rcon without quotes
12:33<+glx>but that's something unrelated, now the gui is inconsistent
12:36<Samu>imo it's related, in the whole
12:36<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 commented on pull request #7064: Fix #6438: raising/lowering 'Maximum no. competitors' setting in multiplayer
12:37<Samu>how should the widget behave when the instance is there, but the script is dead?
12:38<Samu>the current checks, IsValidAiID isn't a complete check imo
12:43<Samu>i'd like to show how I fixed it. I invented a function called "IsConsideredDead", which is called in many of the widgets
12:43<Samu>it's a centralized function to achieve consistency
12:43<Samu>or help achieve it
12:44<Samu>it's, as you say, "very intrusive"
12:44<Samu>it touches almost all aspects of ai_gui.cpp
12:45<Samu>I know, I know... it's my code, nobody likes to look at, i touch too many things for no reason, etc... :( but i feel it was needed to
12:47<Gabda>Samu: I haven't read the conversation, but does it have any relation with issue #6438?
12:48<Samu>no, this one is about the List of Settings of AIs
12:48<Samu>not that window
12:49<Samu>this is WC_AI_SETTINGS
12:55<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 updated pull request #7064: Fix #6438: raising/lowering 'Maximum no. competitors' setting in multiplayer
12:57<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 commented on pull request #7064: Fix #6438: raising/lowering 'Maximum no. competitors' setting in multiplayer
12:59<Samu>IsConsideredDead - 17 found occurences
13:00<Samu>the majority to decide widgets state and onclick state
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13:15<Samu>I wonder how glx will solve
13:18<DorpsGek_II>[OpenTTD/OpenTTD] glx22 opened pull request #7123: Fix #7122: OnClick() and DrawWidget() editability was inconsitent in …
13:20<Samu>:) gonna check
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13:27<andythenorth>Eddi|zuHause: could this maybe be updated? o_O Then I think LordAro will approve it :)
13:27<andythenorth>and I can close an issue also
13:29<Eddi|zuHause>andythenorth: last time i tried, i drew a blank on rewording the commit messages
13:29<Eddi|zuHause>andythenorth: can you try?
13:31<Eddi|zuHause>also why does it say conflicting? my rebase just went through with no issues
13:32<Samu>rebase upstream/master ?
13:32<andythenorth>LordAro: ^ I am missing what's wrong with the commit message? ^^ :)
13:32<Samu>or rebase origin/master?
13:33<andythenorth>oh nvm
13:33<andythenorth>I was reading the PR title, not the 6 commits
13:33<LordAro>Eddi|zuHause: capitalise the first word, and "sorlists"
13:33<LordAro>also yes, fix the conflicts
13:34<LordAro>as Samu says, likely you're rebasing against your master, not the remote one :)
13:34<Eddi|zuHause>i did git fetch origin
13:34<+glx>Samu: origin is your own fork
13:35<Eddi|zuHause>my origin is OpenTTD github, not my github
13:35<Samu>git fetch upstream imo
13:35<Samu>i get into less trouble with upstream than origin
13:36<LordAro>Eddi|zuHause: did you push after you last rebased? :>
13:36<Eddi|zuHause>i didn't push yet
13:36<Eddi|zuHause>and master on my github is ancient
13:37<nielsm>"git pull --rebase upstream master"
13:37<nielsm>to rebase your branch on the upstream master
13:40<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7049: Fix #6599: Can still click on buy button in vehicle selection window even if no vehicle is selected
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13:41<Eddi|zuHause>i haven't addressed the switch yet
13:43<Samu>thx glx, just tested, works fine in menu, in-game before and after ai starting
13:43<Samu>in se... there's still a problem :|
13:43<Samu>before starting, it is disabled
13:43<Eddi|zuHause>ah, now i get a conflict
13:43<Samu>which at least reflects the button state, but hmm...
13:44<Samu>... feels wrong
13:44<LordAro>Samu: Put. It. On. Github.
13:44<Samu>oh, my bad, i'm too used to chat
13:45<Eddi|zuHause>i'm not sure i understand enough about that code to resolve the conflict
13:45<+glx>anyway Samu it fixes #7122
13:46<+glx>in a clean way
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13:47<+glx>making sure the tests will always match, even if the test is modified in the future
13:48<Samu>yes, it reflects the button state now
13:48<+glx>and that's important :)
13:48<Eddi|zuHause>the conflict is just an added function, or what?
13:48<Samu>the problem however, is that the issue now is that it should be enabled for whenever there's no instance running in that slot
13:49<Samu>confusing to explain
13:49<Samu>imagine you start the scenario editor, and set some AI slots
13:49<Samu>the configs behave like you're just in-game
13:49<Samu>it's not right
13:50<+glx>it's weird
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13:50<Samu>ok i'm gonna post there, as LordAro suggested
13:50<Eddi|zuHause>it looks different in my conflict view, but it doesn't seem to compile
13:51<baneos>Hello guys , new to ttd and trying to figure out the patching with MAC can someone help me with the basics ? it seems complicated thanks.
13:51<andythenorth>where are you starting from? o_O
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13:51<andythenorth>oh nvm
13:51<andythenorth>no staying power :P
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13:54<andythenorth>opening the 'all trains' window destroys FFWD perfomance
13:55<Samu>nevermind, glx, false alarm
13:55<andythenorth>goes from about 400+ fps to around 100fps
13:55<Samu>was looking at this wrong
13:55<andythenorth>window-shading it knocks the performance back up
13:56<andythenorth>anyone know how to profile that? :P
13:56<Samu>actually, i'm confused... sorry glx, need to investigate this better, there's something not quite right yet
13:56<Samu>SE is a headache
13:57<Eddi|zuHause>ah, i think i understand it
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13:57<Eddi|zuHause>it's a function removed in the patch
13:57<Eddi|zuHause>but the translation change was in that function
13:57<Eddi|zuHause>i need to replicate that elsewhere
13:58<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7049: Fix #6599: Can still click on buy button in vehicle selection window even if no vehicle is selected
13:58<Eddi|zuHause>i can only hope that is right
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13:59<Eddi|zuHause>at least it compiles now
14:00<Eddi|zuHause>now, the switch layout
14:01<Samu>aha, I get it now. When there's a human company currently active in a config slot, the non-in-game parameters are disabled.
14:01<Samu>i have them enabled on my version of the gui, sorry about the confusion
14:03<Samu>to be quite honest, I prefer "my way"
14:03<Samu>no offense
14:06<@peter1138>Okay, I'm back.
14:07<DorpsGek_II>[OpenTTD/OpenTTD] Jorl17 commented on issue #6672: Cursor artefacts on Mac
14:08<@peter1138>I see eints has undone my translation removal... Oh well.
14:08<andythenorth>yes he's back
14:09*andythenorth draws lights on trains, for the doors, in stations
14:09<andythenorth>probably daft
14:09<Samu>there really are more issues than just what i'm mentioning in the SE, move up and move down buttons, shifting configs of one ai into a currently active ai instance
14:09<@planetmaker>@seen adf88
14:09<@DorpsGek>planetmaker: adf88 was last seen in #openttd 1 year, 19 weeks, 6 days, 2 hours, 55 minutes, and 50 seconds ago: <adf88> classic Windows keyboard is nicer :p
14:10<Eddi|zuHause>LordAro: did you only want the "break" on a new line, or also the "return"?
14:10<Samu>too many many issues in se :|
14:11<Samu>but for what it's worth it, glx thx for the fix, plz put it into master so that I know how to proceed from then on
14:11<LordAro>Eddi|zuHause: i think it shouldn't be a oneliner at all, break it up into if (foo) {\nreturn false;\n}\nbreak;
14:12<LordAro>as per usual case/if statements
14:12<Eddi|zuHause>so also the return
14:12<LordAro>probably, yeah
14:12<LordAro>see how it looks ¯\_(ツ)_/¯
14:12<Eddi|zuHause>well, "if (blah) return false" is a very common pattern in the code
14:13<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7119: Ships turning around pixel alignment
14:13<Eddi|zuHause>so i thought that should be enough
14:13<LordAro>maybe it is :)
14:15<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #6672: Cursor artefacts on Mac
14:15<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7049: Fix #6599: Can still click on buy button in vehicle selection window even if no vehicle is selected
14:15<Eddi|zuHause>i kept the return on one line for now
14:18<Eddi|zuHause>i feel like i lost a change somewhere
14:18<DorpsGek_II>[OpenTTD/OpenTTD] Jorl17 commented on issue #6672: Cursor artefacts on Mac
14:19<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh closed issue #6672: Cursor artefacts on Mac
14:19<nielsm>oh then it is fixed :)
14:20<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7049: Fix #6599: Can still click on buy button in vehicle selection window even if no vehicle is selected
14:21<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #6672: Cursor artefacts on Mac
14:25<Samu>do i really have to create an issue per problem? i kinda dealt with all of them in 1 go.
14:26<Samu>but having to describe them 1 by 1 is daunting
14:26<LordAro>Samu: depends on what the issue is
14:26<Samu>it's still the ai gui
14:26<LordAro>if they're all the same root cause, then only one issue would suffice
14:26<LordAro>even something like "ai gui does weird things with settings" would do as a single issue, as long as it lists all the issues within it
14:27<LordAro>Samu: what was your verdict on #7123 ?
14:27<Samu>7123 is html 404
14:27<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7049: Fix #6599: Can still click on buy button in vehicle selection window even if no vehicle is selected
14:28<LordAro>Samu: that's glx's PR
14:28<LordAro>given i'm looking at it, and you were talking about it earlier, i disagree :p
14:28<Samu>ah, sorry
14:29<Samu>my veredict is... approved, but there's more underlying issues
14:29<LordAro>can you elaborate on those issues?
14:31<Samu>its due to slots being currently occupied by a human company, the settings show disabled, and are disabled with that fix
14:31<@peter1138>What are you trying to do, separate companies and AI configuration slots?
14:31<Samu>imo, they should be in this case, not showns as disabled, and be editable
14:31<Samu>but... it's really an opinion
14:32<Samu>it's how i handled it on my gui patch
14:32<@peter1138>Funny, people asking for subsidiaries, when that was a patch about 12 or so years ago...
14:33<LordAro>Samu: not sure i quite understand, can you add screenshots to your original 7122 issue?
14:34<Samu>for the 7122 issue, the slot was really occupied by an AI company
14:35<Samu>there are various situations
14:36<Samu>config of the slot is occupied by ai company the company instance is running and alive
14:36<Samu>that was what glx fixed
14:37<Samu>config of the slot is occupied by hu company, no ai instance in this case, which imo, and only my opinion, the settings should be editable
14:38<Samu>config of the slot is occupied by no company at all, no ai instance, all settings are editable (current master behaviour is correct)
14:40<Samu>config of the slot is occupied by ai company, the company instance is running, but dead
14:42<Samu>don't remember what i did on my version for this last situation, let me check quickly, brb
14:44<Samu>just checked, settings are editable
14:45<Samu>let me check what master do, brb
14:48<Samu>then, you have the main menu game mode, scenario editor game mode and normal game mode to add to the confusion
14:50<Samu>situation #4 in master, settings are disabled
14:51<Samu>not what i have
14:58<Samu>what I'm arguing about is that I have already taken care of all this with my gui overhaul patch...
14:59<Samu>it's just that it's too big
14:59<Samu>having to splice it appart is so daunting, expose the issues one by one... only to be fixed without considering the whole
15:01<Samu>hard to review
15:02<@peter1138>I think the issue is you don't explain clearly what you are trying to achieve.
15:03<@peter1138>It has all this list of changes. Okay, but why?
15:04<andythenorth>peter1138: 'probably fine'
15:04<Samu>goal is to have a much better gui
15:04<@peter1138>And one comment from one person isn't law.
15:04<@peter1138>That's too vague
15:06<@peter1138>Oooh that beef steak fillet was good.
15:06<LordAro>peter1138: gib
15:06<Samu>well, in sum, it solves many of the issues on SE
15:06*andythenorth must make food
15:07<andythenorth>but must wash children
15:07<andythenorth>conflicts :P
15:07<LordAro>Samu: we don't want a summary, we want details
15:07<LordAro>what have you done, why have you done it
15:07<LordAro>andythenorth: just get someone else to resolve the conflict, like you normally do :p
15:08<andythenorth>well my wife is away
15:08<andythenorth>usually this is a 2-person operation
15:08<andythenorth>single-manning has gone ok so far, but I failed to plan food correclty
15:08<andythenorth>permanent single parenting must be quite military
15:09<LordAro>sounds like they should be taught to wash themselves :p
15:09<Samu>random ai is another peculiar situation that could have improvements
15:09<Samu>I thought that it would nice to know which of the slots started as random
15:09<andythenorth>peter1138: obviously all OpenTTTD ships have azimuth thrusters or whatever
15:10<andythenorth>which is why they can push sideways
15:10<andythenorth>I'm closing it
15:10<Samu>it's... so boring to explain
15:11<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #7119: Ships turning around pixel alignment
15:11<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #7119: Ships turning around pixel alignment
15:12<andythenorth>invisible tugs
15:12<Samu>i guess i have better answers when i'm asked why did you do this thing
15:12<Samu>a line of code
15:12<Samu>a bracket
15:12<andythenorth>the issue is the occasional displacement of the sprite sideways for a frame or two?
15:12<Samu>but explaining everything is just too complicated
15:13<LordAro>Samu: if you can't adequately explain what you've done, it's just going to end up getting rejected
15:13<+glx>LordAro: #7122 is simple, some settings are drawn as disabled but are not for OnClick()
15:13<Samu>major goal was indeed to make it less crashable, less buggy in se, more easier to edit configs
15:13<Samu>more easier to notice which ais run as random
15:13<@peter1138>That's still a summary.
15:14<@peter1138>I did "this thing" because "thing other thing" happened.
15:14<LordAro>glx: yeah, yours is fine, i'm just trying to work out what other issues Samu found
15:15<Samu>let me check my history
15:15<@peter1138>Why? Do you not know yourself?
15:15<Samu>ok, revisiting the past
15:16<Samu>v1 up to v33
15:16<@peter1138>That's not useful.
15:16<Samu>the very first thing I did was
15:16<Samu>change max no competitors cap from 14 to 15
15:17<@peter1138>Yes. Why?
15:17<Samu>so that I can actually start 15 ais in multiplayer servers
15:17<Samu>dedicated or not
15:17<@peter1138>Okay. So.
15:17<@peter1138>Why was that so hard to get out of you?
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15:18<Samu>that title however remained for the rest of my work
15:18<andythenorth>ok so rice, with carrots and chicken, all cooked in one pot with butter and lemon
15:18<@peter1138>Yes, that was a mistake.
15:18<@peter1138>andythenorth, ooh that sounds nice.
15:18<Samu>next thing i wanted was to allow all slots to be editable
15:18<Samu>so i made them all 15 visible
15:18<Samu>and clickable
15:18<Samu>and editable
15:18<@peter1138>I'm outta kale, aubergine and courgette, so that might be on the agenda tomorrow.
15:19<@peter1138>Are all slots not editable?
15:19<LordAro>andythenorth: your "failed to plan food correctly" is better than most things i plan
15:19<Samu>instead of what the current behaviour do, which is lock out editability when there's a hu or a ai on it
15:19<@peter1138>LordAro, that sounds like a damn good plan, not failed at all.
15:20<Samu>it's very annoying to have a running game and trying to edit slots only to have it start and be locked out, window closing
15:20<Samu>so, i wanted to improve on that
15:20<Samu>and i did it
15:20<@peter1138>Okay so it's locked out when an AI is running. Why is that so?
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15:20<@peter1138>Do changes made there affect the running AI/
15:20<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7120: Feature: Town Voronoi diagram
15:21<@peter1138>nielsm, that's another example of a PR that doesn't specify what it does :D
15:21<@peter1138>I've heard of voronoi, but I've no idea what it means in that context.
15:21<Samu>about the buttons on the config window and ai settings window, i had to make major modifications there, to accomodate the ability to have everything editable
15:22<@peter1138>I didn't ask about that.
15:22<@peter1138>Everything you do so far sounds like "I made some changes because I made some changes" :p
15:22<Samu>changes made there affect the running ai? yes
15:23<andythenorth>the thing I have learnt
15:23<andythenorth>is cooking anything in butter is good
15:23<Samu>but i made sure the changes that can still be made, aren't going to cause a crash
15:23<andythenorth>and butter is redeemed now, so it's fine
15:23<@peter1138>Samu, do they? Does the AI expect that?
15:23<Samu>yes, ais have some settings that can't be editable while running in a game
15:23<Samu>i took that into the design
15:24<Samu>some can be, some can not
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15:24<@peter1138>So the AI system understands that, but the AI configuration window doesn't, at the moment?
15:24<Samu>yes, sort of
15:25<Samu>by AI system, you mean the instance
15:25<Samu>when i say ai, i am also including gs's of course
15:25<@peter1138>I mean AI as a whole.
15:25<+glx>GS are AI
15:26<LordAro>frosch123: so today's eints commit. any idea why it did that?
15:26<@peter1138>So I spotted an existing bug. If you have the AI parameters window open and then the AI starts, the settings are still editable.
15:26<@peter1138>I didn't test actually changing them.
15:26<+glx>you can change them ;)
15:26<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7120: Feature: Town Voronoi diagram
15:27<Samu>some are changeable while it's running
15:27<Samu>some are not, it's fine
15:27<andythenorth>so many bugs :P
15:27<+glx>but I don't know if it's a good idea
15:27<@peter1138>glx, that's the point I'm trying to get at, yes.
15:27<+glx>most windows need to be looked at I think
15:27<frosch123>LordAro: because it is implemented like that?
15:27<Samu>the window should refresh the noneditable parameters into disabled
15:27<frosch123>eints does not delete translations
15:27<frosch123>it marks them as invalid or outdated
15:28<Samu>unless the ai author actually allows them to be editable
15:28*andythenorth tries the town voronoi diagram
15:28<@peter1138>As it stands, the window should close, because AI settings are not changing while an AI is running.
15:28<andythenorth>picture really is compelling
15:28<frosch123>feel free to patch it to not include invalid translations in the download :)
15:29<Samu>the window isn't closed, it goes through an invalidatedata check
15:29<@peter1138>And then you need a compelling argument that being able to change AI settings in a running AI is a good idea.
15:29<+glx>well closed, or the window can be aware of the state change
15:29<+glx>and reflect it
15:29<@peter1138>glx, currently you can't open the window if the AI is running
15:29<Samu>because it can already be done via ai debug window
15:29<@peter1138>glx, so that'll be inconsistent.
15:29<Samu>you can via debug window
15:30<andythenorth>just pause the game with the window open, and enforce modality :P
15:30<@peter1138>glx, an obvious first step is to allow the settings window to be opened on running AIs, but disallow editing.
15:30<andythenorth>or we need pub-sub state updates for the GUI? :P
15:30<@peter1138>Samu, debug window is not really expect to be used by players.
15:30<+glx>yes of course, step by step
15:30<Samu>why would you say that? :|
15:30<andythenorth>because it's true?
15:30<frosch123>LordAro: <- add something there
15:30<@peter1138>andythenorth, hmm, it highlights stuff. But I don't know what!
15:31<frosch123>i think the string knows about its status
15:31<Samu>regardless, it's possible there, so i made it possible on the config window too
15:31<@peter1138>Debug window is for AI developers to, er, debug.
15:31<andythenorth>wow, the demolish tool is insane with voronoi :)
15:31<@peter1138>If you don't have developer tools enabled, I suppose there is no debug tools?
15:31<Samu>forget that the name is called "debug"
15:31<andythenorth>some towns have huge radii
15:32<Samu>there is, it's still there, enabled or not
15:32<andythenorth>are these really the town radii?
15:32<andythenorth>I assumed they were smaller :P
15:33<Samu>besides, it's for changing the ai settings
15:33<Samu>not really debug-debug
15:33<Samu>like editing newgrf parameters
15:33<Samu>made it also editable for ais
15:34<andythenorth>I don't really understand the goal
15:34<@peter1138>andythenorth, of voronoi? I don't know what it's doing.
15:34<andythenorth>it's showing town you're in
15:34<andythenorth>it's clever, but doesn't work yet
15:34<nielsm>which town will "claim" the station I guess
15:34<@peter1138>Is this an alternative to the other patches he's done?
15:34<andythenorth>you still don't know which town it is, and the landscape is too obscurred
15:34<andythenorth>voronoi goal is obvious to me :P
15:35<andythenorth>I was referring to Samu though
15:35<@peter1138>I know that I saw a really cool landscape generator that used voronoi, but I didn't know how to C++ify it.
15:35<andythenorth>Samu: are you still trying to prevent asserts?
15:35<Samu>my goal was really to make a more compelling ai config window
15:35<Samu>something more easier to manage
15:35<andythenorth>ok that's a fair statement
15:35<Samu>make it less restrictive
15:35<andythenorth>what's currently restrictive?
15:36<andythenorth>FWIW, I just choose some AIs, and close it
15:36<@peter1138>I don't even choose. Random AI.
15:36<+glx>andythenorth: in game, not in intro
15:36<andythenorth>yes, in game it does nothing
15:36<andythenorth>so problem solved?
15:36<Samu>for someone who likes to test ais like me, the current way is too cumbersome, limited
15:36<andythenorth>nothing to see here?
15:36<Samu>i wanted to viabilize it in-game
15:37<Samu>i added the start/stop button
15:37<Samu>which is one of the "great" features
15:37<andythenorth>oh don't piss around with UI for all that
15:37<andythenorth>just add console commands
15:37<@peter1138>Does the window already understand (non)editable settings?
15:37<@peter1138>It's difficult to see if it does, because you can't open it on a running AI.
15:38<andythenorth>can AIs even handle config being changed once initialised?
15:38<@peter1138>Hmm, I ought to fit these brake pads. Should I eat a doughnut?
15:38<andythenorth>peter1138: discs?
15:38<LordAro>C:\msys64\home\LordAro\OpenTTD\src\lang\spanish.txt:1816: warning: STR_LIVERY_CAPTION: Param idx #0 '<empty>' doesn't match with template command 'COMPANY'
15:38<LordAro>well that's not irritating at all
15:38<@peter1138>andythenorth, yes.
15:38<LordAro>frosch123: i fear i don't know anything about eints
15:38<Samu>if the config is changed to some of the other ai, no. That will cause cause problems. this problem currently exists in scenario editor on master version
15:38<andythenorth>my advice, when pissing around with disc brakes
15:39<Samu>i handled it
15:39<LordAro>where's an Alberth when you want him? :)
15:39<andythenorth>never spin the wheel to see alignment, then grab the disc with bare hands
15:39<@Alberth>no idea
15:39<andythenorth>I nearly took a finger off
15:39<andythenorth>clean cut, but very deep
15:39<+glx>yes settings have flags to tell when they are allowed to be changed
15:39<@Alberth>just plain python lord aro :)
15:39<@peter1138>With the state of my bike this winter, it wouldn't be a "clean" cut :p
15:40<@peter1138>glx, okay, so in that case it's up to the AI author to get that right.
15:40<+glx>I guess
15:40<frosch123>LordAro: well, create an issue
15:40<andythenorth>shall we close some PRs :)
15:40<@peter1138>If the AI can control it, then the AI should.
15:40<@peter1138>andythenorth, no.
15:40<+glx>could check the code
15:40<andythenorth>it's more fun than yak-shaving
15:40<Samu>yes, but there are a few limitations when switching from a config from one ai into another, it must be made sure that this is not happening
15:41<@peter1138>Samu, who's talking about switching config from one ai into another?
15:41<andythenorth>why would you do this?
15:41<@peter1138>Weren't we talking about changing the settings of an existing AI/
15:41<frosch123>most work when fixing eints is updating the test environment, but after that fixing multiple things is easy
15:41<@peter1138>Is that not what happens?
15:42<Samu>yes, but during design, i had to ensure i would not let configs be changed to configs of others
15:42<LordAro>frosch123: i would, but seems issues are disabled on the eints repo :p
15:42<Samu>it's a design issue
15:42<LordAro>i guess they're still over on ottdc?
15:42<frosch123>yeah :p
15:42<frosch123>i did not fancy having two trackers for nml and eints
15:42<Samu>random ai for example, posed a somewhat difficult task
15:43<Samu>but i think i handled it fine
15:43<frosch123>though argueably noone looks at them
15:43<Samu>random ai is a config that is usually just start_date, but once it starts, it switches the config to the actual AI
15:43<Samu>i had to be extra careful with this
15:43<LordAro>frosch123: just get TB to migrate them all :p
15:45<Samu>also, some parts of the current code, does not add the start_date parameter, it was causing me a headache on enabling/disabling the configure widget
15:45<Samu>i figured it out
15:45<Samu>and fixed it
15:46<andythenorth>anyone gonna make a test grf for this? :D
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15:47<+glx>if the window is refreshed properly, and initialised with the right data, it can handle all changes without side effects
15:47<Samu>sec, let me show this part of the code
15:47<Gabda>nielsm: thanks for the comments, and for the gif
15:48<Gabda>i really like the gif :)
15:48<+glx>but usually it needs a global thinking, else you end up with a lot of changes everywhere
15:49<Samu>this here is what adds the start_date parameter to random ais once an ai that died and started as random, is cleared up
15:49<+glx>like I have 2 options to fix #7089, or
15:49<Samu>without that, I was not able to change the Configure widget state
15:50<Samu>at line 1192
15:50<+glx>one is adding close everywhere, the other let the window handle it by itself
15:54<Samu>sorry, dinner is waiting, be back later
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16:00<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7123: Fix #7122: OnClick() and DrawWidget() editability was inconsitent in …
16:01<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7123: Fix #7122: OnClick() and DrawWidget() editability was inconsitent in …
16:01<DorpsGek_II>[OpenTTD/OpenTTD] LordAro closed issue #7122: Values of disabled widgets can be changed
16:07<milek7>too much branches
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16:09<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7120: Feature: Town Voronoi diagram
16:10<@peter1138>Well, fail my life.
16:10<andythenorth>wrong pads?
16:10<@peter1138>The bolt for the rear pads is seized and it's made of cheese metal, it seems.
16:10<LordAro>peter1138: ooh, mine did that!
16:10<andythenorth>just get a new bike?
16:11<andythenorth>valid excuse
16:11<+glx>use your feets
16:11<@peter1138>I gave it some WD40.
16:11<@peter1138>Gotta find a heat source.
16:11<@peter1138>Front one was fine.
16:11<andythenorth>will it drill?
16:12<LordAro>peter1138: i ended up doing this
16:12<@peter1138>I guess whoever last changed them (bike shop, now dissolved) didn't bother greasing the bolt.
16:12<+glx>never trust "professionals" ;)
16:12<@peter1138>Drilled it out?
16:12<andythenorth>I got my pads changed by a shop after slicing my finger the first time
16:12<LordAro>aye :)
16:12<andythenorth>they didn't put a split pin in properly
16:12<@peter1138>Or used a broken screw remover?
16:12<@peter1138>I have a dremel, but...
16:12<andythenorth>pads fell out in traffic
16:12<LordAro>the hole is only slightly bigger than it used to be
16:13<@peter1138>Then of course I need to find a replacement bolt.
16:13<LordAro>i bought dremel bits for it specially
16:13<LordAro>(it was either that or get a new caliper)
16:13<LordAro>peter1138: did the pads not come with one?
16:13<@peter1138>On the other bike, it's a allen key type bolt.
16:13<@peter1138>Just pads and spring.
16:13<@peter1138>Going to be annoying as the thread is... on the wrong side.
16:14<+glx>LordAro: brute force often works :)
16:14<@peter1138>Yeah, might need a new caliper.
16:14<@peter1138>Which comes with pads ;/
16:14<@peter1138>But I need the bike tomorrow to commute!
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16:15<LordAro>glx: so my idea of making ScriptTextfileWindow use a config instead of a slot doesn't work, as the config just points to an array of slots
16:16<+glx>can't you change the slot on invalidate ?
16:17<LordAro>possibly, i didn't investigate other solutions
16:17<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7106: Fix #7089: close NewGRF textfile windows when their data are invalid
16:18<+glx>saw my option 2 ?
16:18<LordAro>just looking at it
16:19<+glx>it's like changing the slot value on invalidate
16:19<LordAro>i'm not sure i like the whole window being updated when the slot changes
16:19<+glx>but in newgrf case it's not a slot it's the full grfconfig
16:19<LordAro>well, more or less the same
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16:20<+glx>that way the window is in sync with active selection, even if there's in fact no data to display
16:21<LordAro>i'm not sure i like that as a solution though
16:21<+glx>but it's still possible to just close the window without changing anything
16:21<LordAro>in my mind, you should be able to open many textfile windows, even if they were opened from the same slot
16:22<+glx>store the previous config, compare with the new one, and close by itself if they don't match
16:22<+glx>less special cases to handle elsewhere
16:23<+glx>many textfiles is not very compatible with window class system
16:24<@peter1138>£42.74 from Amazon for a replacement caliper.
16:24<+glx>oh but there's window number
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16:24<@peter1138>Window number indeed.
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16:25<+glx>but I think opening 2 windows for the same exact info is incorrect
16:26<+glx>having one for license and one for changelog, ok
16:26<+glx>but 2 for license of the same slot no
16:26<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7106: Fix #7089: close NewGRF textfile windows when their data are invalid
16:27<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7119: Ships turning around pixel alignment
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16:39<@peter1138>Ah, git reset --hard origin/
16:40<@peter1138>For those force-updates.
16:40<@peter1138>origin/branch, I mean.
16:48<Samu>wanna discuss again?
16:51<Samu>yeah reading the history, my main concern was indeed making the interaction to actually work without issues, i believe i did a good work on there
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16:52<Samu>v3 was when i decided it would be best to have all config slots editable
16:52<Samu>and it was really the best decision
16:54<Samu>interaction between max no competitors and editable slots is gone
16:55<@peter1138>The thing is, do you want to be able to distinguish between running config and startup config?
16:56<Samu>erm... yes, but keep it minor
16:57<Samu>there are some few things that work different in main menu than in game
16:57<@peter1138>No, I mean running AI config and startup AI config.
16:57<@peter1138>Not intro vs game.
16:58<@peter1138>Running config is what the AI is using now.
16:58<Samu>ah, each parameter can be defined with IN_GAME flag, which lets them to be editable while running in a game
16:58<@peter1138>Startup config is what an AI would use if it was to start up in that slot.
16:58<@peter1138>That's still not what I'm talking about :p
16:59<Samu>not sure i understand the question
17:01<@peter1138>running config is the configuration that is used now, while it is running
17:01<@peter1138>startup config is the configuration is would use if it was to be restarted
17:01<Samu>it restarts with the running config
17:02<Samu>in the case of random ai, it doesn't
17:02<Samu>it randomizes another ai to start
17:05<Samu>I am in game already
17:05<@peter1138>But what if you wanted it to restart with some changes to settings that aren't editable in the running config?
17:05<Samu>I clicked start ai button
17:06<Samu>notice some of the settings became disabled
17:06<Samu>the others can be cahnged
17:06<Samu>i can stop the ai, it won't go back to its initial config
17:06<Samu>let me show
17:06<Samu>let's say I change min size of towns to be considered to... 1000
17:07<Samu> changing to 1000, notice the ai is running
17:08<Samu> - i stopped the ai, notice the settings that were disabled are now enabled
17:08<Samu>the min size of towns is .... 1000
17:08<Samu>the initial config is gone
17:09<Samu>it's not back to 600
17:09<Samu>if that's what you were referring to
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17:12<Samu>had you configured this in the main menu, and then you edit in-game, you may still go back to the config previously set in main menu, but have to exit the current game
17:13<Samu>not everything is lost
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17:15<Samu>for random ai, the behaviour is different
17:15<Samu>do you want screenshots?
17:17<Samu>oh snap i triggered a crash apparently :|
17:17<Samu>back to fixing
17:17<Samu>assert(strcmp("start_date", name) == 0);
17:17<Samu>yeah, again the issue of the missing start_date parameter
17:18<Samu>hard to solve
17:18<Samu>let me fix
17:19<Samu>i want to avoid closing the config window when i stop a random ai
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17:23<DorpsGek_II>[OpenTTD/OpenTTD] nikolas opened pull request #7124: Fix: grammar in translator intro notice
17:28<@peter1138>Ok, maybe I should take the bike up to the bike shop to replace the caliper.
17:29<@peter1138>I don't have the proper tools and fluids to do a bleed.
17:30<Samu>AI::Stop in ai_core.cpp I can't call InvalidateWindowData(WC_AI_SETTINGS, company) just yet, i need to push the "start_date" first
17:30<Samu>hmm think
17:37<Samu>let's test
17:37<Samu>added lines 16 17 18
17:39<Samu>awesome, that did it! no more crash
17:47<Samu>this means i can delete that for cycle
17:48<Samu>this for cycle
17:49<Samu>start_date parameter is pushed right as it is stopped
17:49<Samu>no need to do it on gui
17:50<Samu>this->SetWidgetDisabledState(WID_AIC_CONFIGURE, this->selected_slot == INVALID_COMPANY || GetConfig(this->selected_slot)->GetConfigList()->size() == 0 || (_game_mode == GM_EDITOR && !IsConsideredDead(this->selected_slot))
17:51*peter1138 grumbles at his code duplication.
17:51<Samu>GetConfigList()->size() is no longer 0
17:51<Samu>for random ai
17:51<Samu>the start_date parameter now exists
17:51<Samu>my code? :p
17:52<Samu>tell me where it is, i can try improve it
17:52<@peter1138>My own.
17:52<Samu>oh :|
17:53<Samu>GS'es can never be stopped, nothing to do on game_core.cpp
17:57<@peter1138>Can they crash?
17:57<Samu>they can crash, but they're not considered Stopped
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17:59<Samu>as far as I know, i can't remove a GS from a running game
17:59<Samu>looked everywhere if it was possible, didn't find a way
17:59<Samu>so i assume they're never stoppable
18:01<Samu>besides, it wouldn't cause any problem, they don't have a start_date parameter, nor are they randomly started
18:01<Samu>it's AI specific only
18:01<Samu>random ai, to be precise
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18:12<@peter1138>Ok, C++ lambda function allows me to reduce code reuse in a modern way. Maybe ugly :p
18:13<nielsm>code reuse should be increased, usually? :)
18:13<@peter1138>Redude code replication?
18:13<@peter1138>Increase code reuse.
18:13<nielsm>reduce repetition yeah
18:13<@peter1138>One of the two.
18:14<@peter1138>Slightly ugly in that it's a function that sits in the middle of another function.
18:14<Samu>an update was in due time
18:14<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7084: Change: AI/GS Config GUI overhaul
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18:22<@peter1138>diff isn't the easiest to read, heh.
18:24<@peter1138>My alternative was to create a new list filled with either livery schemes or groups, but that was... massive.
18:26<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7084: Change: AI/GS Config GUI overhaul
18:28<@peter1138>Hmm, split-diff view is a little easier to grok in that case.
18:36<Samu>are these blog-kind of updates worth it?
18:41<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7120: Feature: Town Voronoi diagram
18:42<Samu>i'm totally unsure how am I gonna split all of this into multiple pr's, as you requested
18:42<Samu>but I'm willing to try
18:43<Samu>it's just that I didn't code with that in mind
18:43<Samu>have to dismantle code manually to make it into PRs
18:45<nielsm>usually the hard part is to get a strong enough understanding of the problem to make a good solution, after you understand the problem, solving it becomes trivial
18:57<@peter1138>Adding 445 lines, removing 143. That's quite a lot.
18:58<@peter1138>So in terraform_gui.cpp, you invalidate the AI options window.
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18:59<@peter1138>Forget it.
18:59<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7084: Change: AI/GS Config GUI overhaul
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19:03<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7084: Change: AI/GS Config GUI overhaul
19:03<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7084: Change: AI/GS Config GUI overhaul
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19:09<Samu>terraform_gui.cpp is about the option that removes all company owned stuff in the scenario editor
19:09<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7084: Change: AI/GS Config GUI overhaul
19:09<Samu>naturally that includes AIs
19:09<@peter1138>Removing company owned stuff does what to AI options?
19:10<Samu>updates icons, button states
19:10<Samu>stuff like that
19:10<+glx>why ?
19:10<Samu>because they're removed
19:11<+glx>displaying options depends on terraformed stuff ?
19:11<+glx>don't be silly
19:11<Samu>it's not terraform
19:13<Samu>it's this
19:13<Samu>the AI's are then removed
19:13<Samu>so i have to update the window
19:14<Samu>if i dont update, it's gonna reflect them as being active, with the green smiles for a while, until i drag the window around
19:15<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7106: Fix #7089: close NewGRF textfile windows when their data are invalid
19:17<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7106: Fix #7089: close NewGRF textfile windows when their data are invalid
19:19<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7084: Change: AI/GS Config GUI overhaul
19:23<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7084: Change: AI/GS Config GUI overhaul
19:26<Samu>it's aligned, surprisingly
19:27<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7084: Change: AI/GS Config GUI overhaul
19:27<Samu>I had many doubts in this part
19:27<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7084: Change: AI/GS Config GUI overhaul
19:28<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7084: Change: AI/GS Config GUI overhaul
19:30<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7084: Change: AI/GS Config GUI overhaul
19:32<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7084: Change: AI/GS Config GUI overhaul
19:32<@peter1138>uint text_right = rtl ? text_left + text_width : text_left + text_width
19:32<@peter1138>Samu, so tell me what that line does, Samu?
19:34<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7084: Change: AI/GS Config GUI overhaul
19:35<Samu>hmm nothing
19:35<@peter1138>But yeah, it's all wrong.
19:36<@peter1138>You already know the area where you can draw text.
19:36<@peter1138>And you know the size of the images.
19:36<@peter1138>You do not need to get the width of the text.
19:39<Samu>oh, wait, that part
19:40<Samu>is not what I thought
19:40<Samu>thats the AI List window
19:40<Samu>let me recheck
19:41<@peter1138>As in the list of available AIs?
19:41<Samu>list of available AIs, yes, that one
19:41<Samu>bad screenshot, let me take it out
19:41<@peter1138>Then you don't need to do anything special as there's no icons in there.
19:41<Samu>there is now
19:42<@peter1138>And even then, you still don't need to get the width of the text.
19:42<Samu>sec im posting a new screenshot
19:43<@peter1138>Sure. Why do you think you need to mess about getting string width?
19:44<Samu>I don't know, honestly, i'm not sure it would fit before hitting the scrollbar
19:44<@peter1138>Why wouldn't it?
19:45<@peter1138>You just need to draw the text within the limits.
19:45<@peter1138>Again, check how other windows do this. None of them need to get the width of the text.
19:45<+glx>DrawString() takes care of RTL stuff IIRC
19:47<+glx>see how it's done for NewGRFWindow
19:48<+glx>only sprite size is used to determine text starting position
19:48<+glx>no need to get string size
19:48<@peter1138>Yup. Depending on rtl, you apply that width to either the left or right side.
19:49<+glx>string width is needed only when you want to draw something after the string
19:49<Samu>i draw the newspaper icon
19:49<+glx>but even then it's easier to just base the position on the widget edge and don't care about the string
19:50<@peter1138>Samu, please, look at how other windows do it. That is not right.
19:51<@peter1138>Just because it seems to work, it is not right.
19:51<Samu>gonna look at newgrf, brb
19:53<+glx>oh and NewGRFWindow even draw 2 sprites in front of the string
19:53<+glx>all that without the string width
19:55<+glx>always check how it's done in other windows, don't need to reinvent the wheel ;)
20:18<Samu>uint text_left = rtl ? r.left + WD_FRAMERECT_LEFT : r.left + rai.width + 10;
20:18<Samu>uint text_right = rtl ? r.right - rai.width - 10 : r.right - WD_FRAMERECT_RIGHT;
20:18<Samu>text_width is unused
20:19<Samu>very interesting...
20:19<Samu>i totally forgot about the r.
20:19<+glx>of course it's unused, it's not needed
20:21<Samu>wasn't sure how the 'r.' would help me
20:21<Samu>that was the key
20:22<@peter1138>+ 10 is probaly not right.
20:23<Samu>isn't it the empty space between the icon and the text?
20:23<@peter1138>You've lost WD_FRAMERECT_LEFT
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20:25<Samu>r.left + WD_FRAMERECT_LEFT + rai.width + 10; ?
20:26<Samu>oh great, visual studio decided to hang
20:26<Samu>rip changes
20:29<Samu>uint rai_left = rtl ? r.right - WD_MATRIX_RIGHT - rai.width : r.left + WD_MATRIX_LEFT;
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20:30<Samu>uint square_left = rtl ? r.right - square.width - 5 : r.left + 5; of newgrf
20:31<@peter1138>newgrf hardcodes 5 for some reason.
20:31<@peter1138>Your line is right.
20:32<Samu>uint text_left = rtl ? r.left + WD_FRAMERECT_LEFT : r.left + rai.width + 10;
20:32<Samu>is this wrong? got the impression something's wrong here
20:35<Samu>yeah, the first one, (random) is slightly misaligned
20:36<@peter1138>text_left is fine.
20:37<@peter1138>uint text_left = r.left + WD_FRAMERECT_LEFT + (rtl ? 0 : rai.width + 10); would work.
20:37<@peter1138>Either works.
20:38<@peter1138>Neither needs text width, heh.
20:42<Samu>right to left looks misaligned
20:42<Samu>left to right looks fine
20:44<Samu> vs
20:44<Samu>was fine before :(
20:44<Samu>looking at Available AI list
20:46<Samu>maybe text_right is wrong
20:46<@peter1138>Are you sure you have the same code for that first line?
20:46<Samu>let me check
20:47<Samu>wait im dumb
20:47<Samu>sorry, the string i was working on is RandomAI
20:48<Samu>the others with the actual icons have not been fixed yet
20:48<Samu>brb fixing
20:51<Samu>looks like I can avoid repetition
20:52<Samu>will simplify this part of the code
20:52<@peter1138>Yes, text_left & text_right won't change.
20:53<@peter1138>You just set them up once and then draw all the strings.
20:53<Samu>just did that
20:54<Samu>i have a question regarding the use of static_cast
20:54<Samu>Alberth didn't like that
20:54<Samu>if (this->slot != OWNER_DEITY && static_cast<AIInfo *>((*it).second)->UseAsRandomAI()) DrawSprite(SPR_AICONFIG_RANDOM, PAL_NONE, rai_left, y + rai_y_offset);
20:54<@peter1138>Why do you need to cast it?
20:54<Samu>can't recall why exactly
20:55<@peter1138>Dereferencing second should give you the right type.
20:56<Samu>maybe because GS doesn't have UseAsRandomAI
20:56<Samu>can't recall for sure
20:56<+glx>unless it's a ScriptInfo I think
20:57<@peter1138>Hmm, is this OWNER_DEITY test used to determine if it is AI or GS then?
20:57<@peter1138>Oh dear.
20:57<+glx>IIRC in this area, we sometime use a generic ScriptInfo container to store the derived objects
20:59<+glx>ScriptInfoList::const_iterator it = this->info_list->begin(); <-- I'm right ;)
21:00<+glx>so cast needed to call derived member functions
21:01<Samu>GS's can't be randomized
21:01<@peter1138>Yes, we understand that.
21:01<Samu>no point drawing
21:02<+glx>I think it's more like GS don't have UseAsRandomAI() ;)
21:02<+glx>same for ScriptInfo
21:03<DorpsGek_II>[OpenTTD/OpenTTD] James103 commented on issue #7112: Commit fef8b83 broke GSTown.SetGrowthRate
21:03<+glx>hence the cast when you're sure it's an AI
21:04<Samu>at that point in the code, yes, i certified it is dealing with an AI
21:04<Samu>never gonna be a GS
21:05<Samu>so, static_cast is being correctly used?
21:05<Samu>or do i have to change this
21:05<+glx>it seems OK
21:06<Samu>cool :)
21:08<+glx>if you look in the next widget case, you'll see the same is done to draw the info details
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21:09<+glx>hmm wait not the same window maybe, but still
21:12<+glx>ok it's the same window
21:12<Samu>it's the AI Settings window, right?
21:12<Samu>that one is much more complex
21:13<Samu>have to fix the text_left, text_right stuff in there too
21:13<+glx>no AIList
21:13<+glx>case WID_AIL_INFO_BG, you'll see a static_cast there too
21:14<Samu>interesting, i missed it
21:14<Samu>i didn't touch that part
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21:21<+glx>hmm the info panel is nasty, it assumes an AIInfo even for GameInfo
21:21<+glx>luckily only common fields from ScriptInfo are used
21:28<+glx>funny, AIInfo and GameInfo both declare their own GetAPIVersion() with local storage
21:29<+glx>oh it's because libraries
21:40<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on issue #7112: Commit fef8b83 broke GSTown.SetGrowthRate
21:49<Samu>I don't think I need DeleteWindowByClass(WC_QUERY_STRING); on the AI List anymore
21:49<Samu>gonna remove
21:50<Samu>the AI Settings window will handle if it's needed to close
21:50<Samu>not the AI List
21:53<Samu>InvalidateWindowClassesData(WC_AI_SETTINGS); is also wrong, i can be cirurgic about it
21:55<Samu>InvalidateWindowData(WC_AI_SETTINGS, slot);
21:55<Samu>let's test
21:57<Samu>one less windows closure!
21:59<Samu>oh snap, i forgot to add the fixes to textfile window
21:59<Samu>thought i had them already
22:23<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on issue #7112: Commit fef8b83 broke GSTown.SetGrowthRate
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23:06<Samu>i'm attempting to simplify DrawWidget for AIConfigWindow
23:06<Samu>avoid repetition
23:06<Samu>now that I got more experience, I know what to do
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23:09<Samu>gonna sleep, cyas goodnigh
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---Logclosed Mon Jan 28 00:00:40 2019