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#openttd IRC Logs for 2019-01-29

---Logopened Tue Jan 29 00:00:41 2019
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00:05<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
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00:28<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
00:30<DorpsGek_II>[OpenTTD/OpenTTD] George-VB opened issue #7133: Graphics glitch with tunnels
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01:07<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on issue #7133: Graphics glitch with tunnels
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01:50<Pikka>GarryG broke 64 cargos?
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02:01*andythenorth wonders why it doesn't work though :P
02:02<andythenorth>maybe the vehicle refit overflows or something
02:03<andythenorth>or maybe that test FIRS is wrong
02:10<andythenorth>ugh, can't compile FIRS
02:10<andythenorth>nml is broken
02:10<andythenorth>FML newgrf
02:14<Pikka>oops :)
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02:17<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #6584: Preview GUI text drops text in German translation
02:18<DorpsGek_II>[OpenTTD/OpenTTD] PeterN approved pull request #7132: Fix #6584: text layout problem in engine preview dialog
02:18<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7132: Fix #6584: text layout problem in engine preview dialog
02:18<DorpsGek_II>[OpenTTD/OpenTTD] PeterN closed issue #6584: Preview GUI text drops text in German translation
02:23<@peter1138>So I made version numbers into an enum last night, and then started changing from numbers to names.
02:23<@peter1138>And then I typoed and converted all text in all files with a regex.
02:24<@peter1138>So that was lost :p
02:24<@peter1138>The numbers are still there
02:24<@peter1138>It's a simple regex to replace though, so it hadn't taken long.
02:25<@peter1138>^ That's now the position I'm at.
02:25<@peter1138>The enum part was already commited, so nothing much lost.
02:26<@peter1138>There's definitely some alignment issues with those changes.
02:26<@peter1138>But if we start changing from numbers to names then there's not much point fixing yet.
02:32<@peter1138>We lose the "git blame" support by dropping the old comment in saveload.cpp though.
02:32<@peter1138>Not sure how use that is anyway.
02:33<andythenorth>hmm, how to fix nml :P
02:33<andythenorth>let's see
02:33<@peter1138>What's up with it?
02:34<andythenorth>local changes to try and add the 16 cargo in/out support
02:34<andythenorth>but eh, it's in git, and we have branching
02:34<@peter1138>Oh, is that what's not working for Garry?
02:34<andythenorth>no, it's vehicle refit that's broken
02:36<andythenorth>with the test FIRS
02:36<andythenorth>select a cargo like Acid in refit menu
02:36<andythenorth>vehicle isn't refitted
02:36<andythenorth>dunno if it's FIRS or not
02:37*andythenorth notes to self
02:37<andythenorth>newgrf features should get a reference grf in nml always
02:37<@peter1138>Oh, so that's a separate thing.
02:37<andythenorth>testing with FIRS or whatever introduces a shitload more moving parts
02:42<@peter1138>CargoID new_cid = GB(p2, 0, 5);
02:42<@peter1138>CmdRefitVehicle limits it to 32 still. Oops.
02:43<andythenorth>blame your tester :P
02:43<@peter1138>Fortunately there's space within the parameters to add made.
02:43<@peter1138>No, I think you for testing. I didn't at all.
02:43<andythenorth>oops, I fixed nml and FIRS :P
02:44<andythenorth>activated a virtualenv :P
02:45<andythenorth>too many pythons, I delete some
02:45<andythenorth>13 different versions
02:48<@peter1138>Ok but I have duck egg on toast.
02:49<andythenorth>I have porridge
02:49<andythenorth>ha ha
02:49<andythenorth>python2.4 is no longer my default
02:49*andythenorth mega bash skills
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03:05<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7134: Fix 11ab3c4ea2f: Vehicles could not be refitted to cargo IDs higher than 32.
03:05<@peter1138>andythenorth, can you try that out? ^
03:05<@peter1138>Or I could. Hmm.
03:07<@peter1138>Gotta make lunch and then go to work :/
03:07<@peter1138>Also I burnt the roof of my mouth on the egg yolk, damn it.
03:09<andythenorth>works for me
03:10<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #7134: Fix 11ab3c4ea2f: Vehicles could not be refitted to cargo IDs higher than 32.
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03:43<Markk>peter1138: I thought your work comprised of answering questions and chatting here in #openttd?
03:45<@peter1138>"Waiting for the compiler"
03:46<Markk>Ah, that's your excuse :)
03:47<@peter1138>Not much waiting with the 6-core i7s these days, though.
03:55<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 commented on pull request #7120: Feature: Town Voronoi diagram
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03:57<@peter1138>He is back.
03:59<andythenorth>yes he's back
03:59<andythenorth>"Tropic is broken" v
03:59<andythenorth>but today I need to make a UI library and some enterprise software
03:59<andythenorth>maybe also fix my keys
04:01<@peter1138>What's broken?
04:02<andythenorth>everything :)
04:03<andythenorth>I fix my keys first though
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04:03<@peter1138>That's not helpful.
04:03<andythenorth>TGP flattens sub-tropic horribly
04:03<andythenorth>which leads to flat desert maps
04:04<@peter1138>"Tropic is broken" -> "TGP generates shit maps for tropic", right?
04:05<andythenorth>ha ha can't type, took my key caps off
04:05<andythenorth>dirty under here
04:05<@peter1138>That's not exactly "Everything" then.
04:05<LordAro>peter1138: everything is always broken
04:06<LordAro>andythenorth: that was fast
04:06<andythenorth>especially my keys
04:06<@peter1138>You can switch to the original generator...
04:06<andythenorth>wonder if this is crumpett
04:06<andythenorth>or nachos
04:06<@peter1138>Anyway, I did find my map generator code, eventually.
04:06<@peter1138>Maybe I should relook into it.
04:06<andythenorth>these keys are sci-fi
04:08<andythenorth>oh they work now
04:13<andythenorth>such stupid bugs I've done in Horse :)
04:13<andythenorth>but not as stupid as Group Facetime bug
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04:35<andythenorth>wonder if we could make a double-track autorail tool :P
04:35<andythenorth>would it suck?
04:45<andythenorth>is air drag worth bothering with Pikka ?
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04:57<Pikka>not really, I don't think
04:57<@peter1138>It matters at high speed.
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04:57<Pikka>high speed is no fun though
04:57<andythenorth>so this 186mph bendolino?
04:58<Pikka>well, if it doesn't behave how you want it to, you could fiddle with it. Or you could just give it more powa
04:58<@peter1138>Fiddle with it to make it streamlined, etc.
04:58<andythenorth>it has enough power
04:58<andythenorth>it's fast enough
04:59<@peter1138>Filling in a functional requirements spec for a client.
04:59<@peter1138>It's just been dumped on me with 150 requirements.
05:00<@peter1138>I was told by colleague "just fill in your bit, we've filled in the rest"
05:00<@peter1138>the "rest" comprises about a dozen questions.
05:00<andythenorth>best way to design anything good
05:00<@peter1138>Anyway, there's loads which is marked as mandatory which we don't do.
05:00<@peter1138>And I'm not going to say we do, fuck that.
05:00*andythenorth answers a lot of those
05:13<@peter1138>So I know the rest of the day is going to be saying "no" to "can we do that?"
05:14<andythenorth>pretty much my entire job that
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06:05<@planetmaker><andythenorth> newgrf features should get a reference grf in nml always <-- yes-ish. However even an existing reference grf there does not ensure that it's actually working in OpenTTD as expected
06:05<andythenorth>simplifies testing though
06:05<@planetmaker>So test cases there ... are of limited value
06:05<@planetmaker>there I agree
06:05*andythenorth has some basic ideas, will expand tonight, for feedback
06:05<andythenorth>friction can't be eliminated, but can be reduced :)
06:05<@planetmaker>Yet, there's no problem with adding that to NML. It has regression tests, so that's a place to add these minimal test cases
06:06<@peter1138>Any approvals today?
06:06<andythenorth>I can't, I am supposed to be making enterprise software
06:06<andythenorth>also, you know, C++ clown shoes here
06:06<@peter1138>And does "Auto Reload Tab" break any T&Cs of Azure?
06:12*peter1138 awaits tea to brew.
06:13<andythenorth>time for the KLF
06:21<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7134: Fix 11ab3c4ea2f: Vehicles could not be refitted to cargo IDs higher than 32.
06:21<@peter1138>Okay, skin just peeled off my mouth from that yolk burn.
06:21<andythenorth>I am no longer jealous tbh
06:22<@peter1138>Yeah, stupid me. Microwaved an egg...
06:22<@peter1138>Should've done it for less time and let it sit to cook itself.
06:22<andythenorth>always a winner that
06:24<@peter1138>Also I switch from "chocolate digestive thin" biscuit to "hazelnut cookie" for this mug of tea. It's about 8x as unhealthy, because there's about 8x as much of it. In a single serving.
06:39<andythenorth>lunch yet?
06:39<andythenorth>3 minutes left on jenkins job
06:41<andythenorth>duck pate
06:41<andythenorth>ducks are getting the short end of life today
06:42<@peter1138>Not yet.
06:48<@peter1138>Speaking of ducks. Docks.
06:51<andythenorth>function requirement?
06:52<@peter1138>Step 1) Look back at how that guy did that other patch.
06:52<@peter1138>Step 2) Ignore it
06:52<@peter1138>Step 3) Forget all about them when you get bored of OpenTTD developing again.
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07:16<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7131: Possible GS issues in Scenario Editor
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07:44<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7133: Graphics glitch with tunnels
07:54<@peter1138>andythenorth, it is, of course, lunch time.
07:55<andythenorth>second lunch
07:57<Pikka>at least
07:57<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7133: Graphics glitch with tunnels
07:58<@peter1138>My staple, a cheese salad sandwich.
07:59<andythenorth>cheese salad crumpet
07:59<@peter1138>Cheese today is mature gouda, which is nice but perhaps doesn't work as well as mature cheddar in a sandwich.
08:01<@peter1138>lol theresa, you mad
08:02<LordAro>peter1138: nice find
08:02*andythenorth watching parliament
08:02<andythenorth>yeah crumpets ok
08:05<andythenorth>10 downloads of Horse!
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08:08<@peter1138>LordAro, the down sides of committing someone else's changes...
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08:09<andythenorth>regressions savegame
08:09<andythenorth>visual diff on giant screenshot
08:10<@peter1138>But... is that a bug or a feature?
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08:12<andythenorth>depends if you expected it or not :P
08:12*andythenorth has been reviewing visual diffs for last hour
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08:13<@peter1138>Problem with running Linux in a VM is I don't get to fully utilize my triple screen setup.
08:13<@peter1138>And MSVC is horrible for actually developing and navigating code in.
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08:50<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7106: Fix #7089: close NewGRF textfile windows when their data are invalid
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08:55<andythenorth>3 minute visual diff cycles
08:55<andythenorth>still faster than eyeballing it all :P
08:58<andythenorth>how do we do translation?
08:58<andythenorth>do we use gettext or something?
09:00<@peter1138>No, NIH.
09:00<+glx>not at all
09:03<Samu> you close a lot, but then again, i'm not familiar with newgrf window
09:03<Samu>can't say much
09:04<+glx>I just close when the selection changes
09:05<+glx>and selection can change in many places
09:08<Eddi|zuHause><peter1138> We lose the "git blame" support by dropping the old comment in saveload.cpp though. <-- but we get a new one by "git blame" on the enum, right?
09:10<@peter1138>Yes but it's new :p
09:12<@peter1138>Right, now logged in to Github on my tablet, but not in the Github app, as that won't accept my password.
09:13<+glx>github app doesn't OAuth ?
09:14<@peter1138>Seems not.
09:17<+glx>oh the "savegame upgrade" is recent
09:18<Samu>getting a bit familiarized with newgrf, hmm... the design phisolophy is different
09:18<Samu>by just clicking on a different newgrf, the parameters window is closed
09:19<@peter1138>I think that's how it should be.
09:19<Samu>i went the opposite way
09:20<Eddi|zuHause>peter1138: i assume git has a way to continue the blame from the old version, like svn did with "svn blame file@XXXX"
09:20<Samu>keep everything open, until it's really necessary to close (it's gonna crash, or it's gonna cause issues)
09:20<+glx>the parameter window can't change the source
09:20<Eddi|zuHause>peter1138: so i don't think that's a reason
09:20<@peter1138>Eddi|zuHause, yes, if you remember which version it is, in 10 years.
09:20<@peter1138>Not that it's a huge issue.
09:21<@peter1138>git history is all local and it's way way faster than searching svn history.
09:21<+glx>so if the source changes, close the window
09:21<Eddi|zuHause>peter1138: well, regular git blame will result in the version when the enum is introduced, so as long as that's the same as when the comment was dropped?
09:22<@peter1138>Samu, newgrf parameters staying open doesn't make much sense.
09:22<+glx>svn tracked file copy/move too
09:22<+glx>I don't think git does
09:23<andythenorth>all these params windows should be modal imo
09:23<@peter1138>With AIs it's a bit more reasonable, as you may want to copy the settings over if the AI is the same type.
09:23<@peter1138>glx, it does, but I'm changing every line as it's converted to an enum.
09:23<andythenorth>far less state crap if modality is enforced :D
09:24<+glx>still need a window per AI
09:24<Samu>much google what modality means
09:24<+glx>instead of one window for all
09:24<andythenorth>locks the application state while the window is open
09:25<+glx>that should be easy, and close the window when the slot is changed
09:25<andythenorth>modality is considered bad UI
09:25<andythenorth>but it's very practicalt when state is complex
09:25<andythenorth>and users do understand it afaict
09:25<+glx>we have modal windows, for newgrf scan
09:26<+glx>if lauched from newgrf window it hides all windows while it's running
09:26<andythenorth>when you say window per AI, do you mean on screen? Or a window object in a tree somewhere, holding state?
09:26<+glx>on screen
09:26<+glx>should be easy with window_number
09:27<+glx>you put the slot number in window_number and when you change the AI in a slot you call DeleteWindowById(class, slot)
09:28<+glx>but when you click on another line in the list the window is still valid
09:28<andythenorth>sounds fair
09:29<Samu>i do invalidate window data (class, slot)
09:29<Samu>won't close it
09:29<+glx>but you have only one window
09:29<+glx>my idea is one window per slot
09:30<+glx>easier to manage
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09:30<Samu>there are 15 slots, the parameters window only display 1 window at a time, of one of those slots
09:30<+glx>yes but that can be changed so you have 15 windows
09:31<+glx>not very hard
09:31<+glx>I did it to allow 3 textfile windows
09:32<Samu>ew... 15 windows open that's hmm ... interesting
09:32<+glx>will proably simplify your work too
09:33<LordAro>Samu: no one said you should, just that you can :p
09:33<+glx>hmm AIConfigWindow already set a window_number
09:34<Samu>it's an interesting proposition
09:34<+glx>too bad
09:34<Samu>the AISettings window is parameters
09:34<Samu>i could display up to 16 of those, if including the gs
09:34<Samu>interesting proposition
09:36<Samu>the names are quite similar, it's easy to get confused
09:37<Samu>might need a better window title, to reflect which # it belongs to
09:37<Samu>which slot
09:38<+glx> this->FinishInitNested(slot); // Initializes 'this->line_height' as side effect. <-- window_number is already setup in AISettingsWindow
09:39<+glx>so ShowAISettingsWindow() just need a little change and you get one window per slot
09:39<+glx>replace DeleteWindowByClass(WC_AI_SETTINGS); with DeleteWindowById(WC_AI_SETTINGS, slot);
09:39<+glx>and it should work
09:40<Samu>is that in master code or in my code?
09:40<@peter1138>AI Settings (slot {JUST_INT})
09:40<+glx>that's in master
09:40<+glx>but I think you haven't touch this part :)
09:40<Samu>i touched many stuff related to window closures
09:41<Samu>i doubt it
09:41<+glx>that one is called when you click on config button
09:42<Samu>static void ShowAISettingsWindow(CompanyID slot)
09:42<Samu>ah, this one, yeah, i didn't touch this
09:44<+glx>and with one window per slot you just need to close a window when you change the AI in a given slot
09:44<Samu>I don't close, I invalidate
09:44<Samu>dont know what master do, it's been awhile
09:44<+glx>better to close it when you change the slot content
09:44<+glx>and easier too
09:48<+glx>hmm master invalidates it seems
09:48<Samu>wow, this is something else
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09:49<+glx>ah yes the caption will need an update
09:49<+glx>to show slot and ai name :)
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09:52<Samu>Comany Number
09:54<Samu>this is incredible, i like it!
09:54<Samu>i can visualize the entirety of parameters of all ais in gui mode
09:55<andythenorth> have a big screen :o
09:56<andythenorth>4 of those windows fill my screen
09:56<Samu>ok, needs some fixings indeed, company number
09:56<Samu>AI name
09:56<Samu>not sure about company name of the ai
09:57<Samu>i guess ai name is better
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09:57<Samu>it's 1920x1080
09:57<+glx>just show the name the same way DrawWidget does
09:58<+glx>SetStringParameters() should be modified
09:59<+glx>first STR_AI_SETTINGS_CAPTION_GAMESCRIPT and STR_AI_SETTINGS_CAPTION_AI need an update adding a {STRING} for the script name
10:02<+glx>or something similar
10:02<+glx>and an extra stuff to also put the slot for AIs
10:03<nielsm> <-- unsure about if this is "done", it works as advertised but I think it ought to address the frame rate window in some way or other; also not sure I'm entirely on board with the wording of the strings
10:04<+glx>indeed if the frame rate doesn't count your added sleep something is wrong
10:04<+glx>hmm but link graph stuff is threaded
10:05<nielsm>yes it's threaded
10:05<nielsm>but syncs every N game days
10:06<+glx>and if it pauses openttd then no calculation happen
10:06<nielsm>if the threaded calculation takes longer than the simulation of those N days, the game hangs atm
10:06<nielsm>what this patch does is effectively just giving visual feedback what's going on
10:07<+glx>always nice to give feedback
10:08<Eddi|zuHause>i'm not sure how you could meaningfully add threads to the framerate window
10:09<nielsm>right now, the framerate window has a line for how long was last spent waiting for the link graph thread to join the main thread
10:09<nielsm>which is usually near zero
10:09<+glx>well the delay is calculable from main thread
10:09<nielsm>with this patch the number will always be zero, because the main thread does not hang while joining the link graph thread
10:11<@peter1138>It's still countable, just needs to be done differently.
10:11<nielsm>so either remove that line from the framerate window, or change the calculation to either show total time spent on each link graph cycle, or rework how the delay is determined
10:11<+glx>but it could start a chrono on expected join and stop on effective join
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10:17<@peter1138>Samu, careful what you copy & paste from IRC to github. You made an issue reference that is irrelevant and wrong.
10:17<@peter1138>Samu, better yet, don't copy & paste from IRC at all.
10:18<@peter1138>It's not your notepad.
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10:29<@peter1138>glx, ah, the github app was discontinued ages ago.
10:30<+glx>btw I hate the guy that decided an integrated gps controlable only with a remote control was a nice idea
10:31<nielsm>don't irc and drive!
10:32<+glx>in the car the integrated navigation system is controled by remote, and this morning the remote batteries died
10:33<nielsm>huh.. the {HEX} code for string formatting gives me a five byte value printed
10:33<+glx>I could set it for the first travel, but couldn't not stop it then set the return travel
10:33<+glx>luckily I had my phone
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10:35<+glx>return buff + seprintf(buff, last, "0x" OTTD_PRINTFHEX64, number);
10:35<+glx>we don't set padding
10:36<nielsm>maybe I should just format to a 10 byte fixed buffer and print it as raw_string
10:36<nielsm>since I don't want the 0x either
10:39<+glx>{HEX} is better than nothing ;)
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10:39<+glx>but yeah doesn't work for any possible case
10:45<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7128: Add: Unique ID to savegames to prevent accidental overwriting
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10:50<nielsm> <-- should (different) be white or silver?
10:50<nielsm>or red
10:51<andythenorth>white is fine
10:51<andythenorth>the red has contrast issue btw
10:51<andythenorth>but eh
10:51<@peter1138>Why do we need game ID?
10:51<Samu>the color or warning? yellow?
10:51<nielsm>peter1138 I don't know, do we actually?
10:52<nielsm>someone also brought it up in the PR comments
10:52<nielsm>if it's really the right solution to the problem
10:52<+glx>no need to display the game ID, just tell it's different
10:53<@peter1138>Can't we just have the "overwrite this file?" prompt?
10:53<nielsm>{SILVER}Game ID: {WHITE}Match // {SILVER}Game ID: {YELLOW}Different
10:53<@peter1138>I don't care if it's the same game or not, I probably don't want to accidentally overwrite an older save of the same game.
10:53<Samu>the darn livery str is getting in the way
10:54<@peter1138>And I feel having a savegame bump for this is pretty weird.
10:54<@peter1138>Samu, ignore it, it doesn't hurt.
10:54<Samu>i try
10:54<+glx>it's just noisy, but not blocking
10:55<nielsm>peter1138 you mean just always warn when overwriting a savegame, regardless of which one it is?
10:55<nielsm>yeah maybe that's good enough
10:55<Samu>it's kinda blocking atm
10:55<@peter1138>I'm absolutely positive that's enough.
10:55<+glx>yes good enough
10:55<Samu>my string edit could get lost inbetween all those livery
10:55<+glx>and similar too many other programs
10:55<@peter1138>And saves you a ton of effort you've, er, already spent :/
10:56<+glx>and maybe a setting to disable the warning for people not wanting it
10:57<+glx>can be annoying if you use one save only I guess
10:59<+glx>but on the other hand people don't save manully more frequently than autosave
11:00<+glx>Samu: no, if you make an error in english.txt compile stops
11:00<+glx>because english.txt is important
11:02<+glx>hmm or not, just tried it warns but continue
11:03<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh opened pull request #7135: Update: Visual Studio 2019 insists on upgrading the solution file
11:04<+glx>maybe something to tweak
11:05<Samu>hmm, something's wrong with the name for the random ai
11:06<DorpsGek_II>[OpenTTD/OpenTTD] glx22 approved pull request #7135: Update: Visual Studio 2019 insists on upgrading the solution file
11:06<Samu>sometimes I get (none), some other times I get (random)
11:06<Samu>i want it to be (random) in all cases
11:06<Samu>what am I missing...
11:08<+glx>show your SetStringParameters and the strings
11:08<Samu>seems to be an issue only in main menu
11:08<Samu>how is the main menu save loaded? must find
11:08<Samu>something in there is missing
11:09<+glx>ignore the saveload, main_menu doesn't care
11:10<Samu>it didn't load the ai infos apparently
11:10<DorpsGek_II>[OpenTTD/OpenTTD] orudge commented on pull request #7135: Update: Visual Studio 2019 insists on upgrading the solution file
11:10<Samu>or something like that
11:11<+glx>and check how AIConfigWindow::DrawWidget draws the names
11:15<+glx>ignore the saveload in main menu, AIConfig is not from the save
11:18<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh merged pull request #7135: Update: Visual Studio 2019 insists on upgrading the solution file
11:18<+glx>it seems you always jump in the wrong direction
11:20<+glx>every settings and options you see in main menu come from openttd.cfg, never from a savegame
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11:30<DorpsGek_II>[OpenTTD/OpenTTD] George-VB opened issue #7136: Sprite sorting issue with FIRS
11:31<Samu>openttd.cfg has the name "none" for random ais, maybe it literally read the word "none" and im now using it as name
11:32<Samu>let me check
11:32<Samu>seems to be it
11:33<Samu>it's "none", not "(none)", big small difference
11:33<Samu>hmm, how to solve
11:33<Samu>must think
11:33<+glx>yes because you haven't checked how it's done in AIConfigWindow::DrawWidget
11:35<Samu>I'm editing the title for AI Settings Window, not AIConfigWindow
11:35<+glx>yes, but AIConfigWindow draws all the stuff you want to put in AISettings caption
11:36<+glx>and if it works there, you should see how it's done
11:36<Samu>ah i see!
11:36<Samu>i see, i see now, thx, my bad
11:37<+glx>always enlarge your vision :)
11:42<Samu>that's the heavily modified part of my code
11:42<Samu>how could i forget, lol
11:47<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #7136: Sprite sorting issue with FIRS
11:49<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7136: Sprite sorting issue with FIRS
11:52<Samu>and crash
11:53<Samu>can't do it that way :|
11:53<LordAro>maybe don't paste that into irc?
11:54<@peter1138>Nor github.
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11:55<@peter1138>LordAro, I wonder if we need to have a note on "how to report a bug" on github?
11:55<@peter1138>It seems that people think just a title and an image is sufficient :/
11:55<Samu>sorry, I was thinking
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11:57<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7136: Sprite sorting issue with FIRS
12:01<Samu>can't read the name directly, must check first if there's AIInfo or GameInfo
12:01<nielsm>gah I'm having issues with VS converting line endings in files
12:01<Samu>i can fix this
12:02<nielsm>at this point I really want to convert my entire working copy to CRLF instead of LF
12:02<Samu>or else it's gonna read the name from openttd.cfg
12:02<nielsm>but not sure how to do that best
12:02<@planetmaker> exists... does it need amendment?
12:02<@planetmaker>^^ peter1138
12:02<@peter1138>planetmaker, it needs to be actually READ by reporters :/
12:02<@planetmaker>*that* is a common problem :)
12:03<@peter1138>I wonder if there's a way to tweak the issue reporting page.
12:03<@peter1138>Just a template in the comments would be handy.
12:04<@peter1138>^ Example!
12:04<@peter1138>So we just need a .github/ file... in the repo?
12:04<@planetmaker> <-- there should be plenty of screen real-estate to give *some* hints
12:04<@peter1138>We already have a .github, so I guess it's fine :D
12:04<@peter1138>planetmaker, Yeah, I know :/
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12:06<@planetmaker> <-- hm... I shall try to create one
12:06<@peter1138>I'm on it.
12:06<LordAro>peter1138: we can do things like image templates
12:06<@planetmaker> it is, so it seems
12:06<LordAro>issue templates*
12:06<@peter1138>That's got more detail than what I was looking at.
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12:07<+glx>nielsm: set autocrlf maybe
12:07<@peter1138>There's a template builder? o_O
12:08<LordAro>set autocrlf is the first thing i do with any git stuff
12:08<LordAro>(well, import my dotfiles with my git config, i guess)
12:08<@peter1138>Ah, I guess that needs admin rights to the repository.
12:09<@planetmaker>That could be done...
12:11<@planetmaker>we want it in .github, I guess
12:11<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7137: Add: [GitHub] Add issue template to encourage better issue reporting.
12:13<@planetmaker>I guess I can only approve it w/o admin override when it finished building
12:14<@peter1138>Hmm, I need a Mac OS machine to test #7126 ;(
12:15<@peter1138>Shame my MacBook died, although that was running Debian anyway come to think of it.
12:15<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker merged pull request #7137: Add: [GitHub] Add issue template to encourage better issue reporting.
12:16<@planetmaker>let's see whether my admin power works :P
12:16<@peter1138>Well damn, no cycling today so I'm well over on my calories :/
12:16<@peter1138>No nee.. oh.
12:16<@planetmaker>was a dangerous-free test ;)
12:16<@peter1138>Uh, so much for markdown. Never mind.
12:16<@peter1138>But yes, there's a little template now :D
12:17<@peter1138>You can "preview" your issue and the MD works, but that's pretty dumb, heh.
12:17<@planetmaker>Well, no mark-down but that is actually a good topic indicator
12:17<@peter1138>It is markdown but not in the text editor, makes sense really.
12:19<Markk>peter1138: Is the compiling of a new human done? So you can send that "human" to the workplace.
12:19<LordAro>planetmaker: peter1138: nono, we must check that the PR compiles on all platforms before merging :p
12:19<@peter1138>This human doesn't need to be in the workplace at this time of day.
12:19<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh opened pull request #7138: Add: .gitattributes file
12:20<Markk>peter1138: Wasn't this channel your workplace?
12:20<@planetmaker>nielsm, and *.h *,cpp text eol=lf ?
12:21<@peter1138>Markk, piss off
12:21<Markk>It just seemed like you're with us in here all day.
12:22<nielsm>planetmaker, left out for "user preference"
12:22<@peter1138>Yes, I am able to lurk here all day and then comment sometimes.
12:22<Markk> Ah, I see. Sweet :)
12:22<@peter1138>That sort of comment feels like "why aren't you working?" hence my rudeness. Sorry.
12:22<@planetmaker>how can the line endings in the tracked source files be a "user preference"?
12:23<+glx>nielsm: core.autocrlf is enough for me
12:23<@peter1138>planetmaker, git can convert, right?
12:23<@planetmaker>yes, it can. But should it?
12:23<nielsm>glx: it becomes weird when using git in WSL :(
12:24<nielsm>also, converting a working copy from one EOL style to another seems to be a major bother
12:24<+glx>I feel a problem with generate
12:24<@peter1138>Which files are generated 'wrong'?
12:25<+glx>an eol issue
12:25<@peter1138>[core] autocrlf = true
12:25<@peter1138>I have that.
12:25<+glx>yes I have it too, works well
12:25<nielsm>the specific problem I'm having here is that vs2019 regenerates the .sln file every time I build, and that converts it from LF to CRLF, but no other changes
12:25<nielsm>and git dislikes that
12:26<+glx>but why does it regenerate the .sln
12:26<+glx>that's stupid
12:26<nielsm>no idea
12:26<@peter1138>nielsm, yes, set autocrlf.
12:26<@peter1138>Then your .sln files should start off as CRLF.
12:26<nielsm>peter1138 no, because I'm running git in WSL where the eol is LF
12:27<nielsm>so autocrlf will output LF files
12:27<@peter1138>glx, it's not running "generate" it's just saving the file its opened, with CRLF.
12:27<nielsm>windows subsystem for linux, aka "ubuntu bash on windows"
12:27<+glx>you can tell it to always use CRLF I think
12:27<@peter1138>Uh,,, kay
12:27<nielsm>yeah, core.eol=crlf
12:27<@peter1138>I'm using... git-bash or powershell
12:27<@peter1138>But I don't think that's relevant.
12:28<nielsm>but changing the git settings is one thing
12:28<nielsm>how do I make git re-checkout every file to convert to the new eol style
12:28<@peter1138>Ah well...
12:28<@peter1138>I can't remember :-)
12:28<LordAro>anyone care one way or another about #7124?
12:28<@peter1138>git checkout .? :)
12:28<nielsm>just delete everything and 'git checkout .' maybe
12:28<+glx>it does it magically I think
12:29<Eddi|zuHause>git reset --hard?
12:29<+glx>I don't understand how strgen reports errors
12:30<@planetmaker>LordAro, not much one way or another. He might have a point... dunno
12:30<LordAro>nielsm: find -type f -exec unix2dos {} \;
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12:31<@peter1138>why RAW_STRING?
12:31<@peter1138>Or is that how AI names are done?
12:31<+glx>it parses master, error count is 0, then it prints errors, but the test for error count is already behind
12:31<Samu>not sure which one
12:32<Samu>RAW_STRING crashes
12:32<Samu>STRING crashes a different way
12:32<nielsm>#7124 is... eh are anyone even going to ever see that string?
12:32<nielsm>I mean it may as well be one of the first strings anyone translates
12:32<nielsm>since it would be screaming at everyone trying out the translation while it's incomplete
12:33<Samu>or is it STRING1 when i got 2 strings?
12:33<@planetmaker>nielsm, yes. As long as a translation is outdated or missing (or a threshold - dunno), it's visible
12:33<@peter1138>Samu, please read out the string system works.
12:33<nielsm>RAW_STRING is for passing in a char* to SetDParamStr()
12:34<LordAro> looks related to the eints issue from the other day
12:34<nielsm>STRING is for passing in a StringID to SetDParam()
12:34<LordAro>naturally it's 3 years old
12:34<nielsm>STRING1 is for passing in a StringID that will reference another string that has one insert
12:34<Samu>okay, so it's neither
12:35<Samu>the name of the ai is read from AIInfo->GetName
12:35<Samu>it's char
12:35<Samu>but for random ai
12:35<Samu>there is no name
12:35<Samu>there is no info at all
12:35<Samu>i must read from StringID
12:36<Samu>{STRING} Parameters of ... {WHAT}?
12:37<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7138: Add: .gitattributes file
12:37<+glx>for AIInfo->GetName you need {RAW_STRING}
12:38<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh closed pull request #7138: Add: .gitattributes file
12:38<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7138: Add: .gitattributes file
12:39<Samu>I have a way, the char[1024] way
12:39<+glx>see how it's done
12:40<+glx>and compare with your SetStringParameters()
12:40<Samu>that only works when it's the only string
12:41<Samu>i got a {WHITE}{STRING} Parameters of {RAW_STRING}
12:41<+glx>and ?
12:41<Samu>as the string
12:42<Samu>and it crashes for randomai
12:42<@peter1138>You do know what the first parameter of SetDParam(Str) is for, right?
12:42<+glx>SetDParam(0, <the first string>); SetDParamStr(1, <the raw string>);
12:42<+glx>I see nothing hard here
12:43<Samu>hmm, i must be doing something wrong then, brb
12:43<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7124: Fix: grammar in translator intro notice
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12:44<+glx>for random AI you are using a StringID, not a raw string
12:45<+glx>but you can still replace RAW_STRING with STRING1, and pass a StringID for random, or STR_JUST_RAW and the raw value for the rest
12:45<+glx>our string system can do a lot
12:46<+glx>you just need to know what you are doing
12:47<DorpsGek_II>[OpenTTD/OpenTTD] PeterN closed pull request #7124: Fix: grammar in translator intro notice
12:47<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7124: Fix: grammar in translator intro notice
12:47<+glx>and the link I gave above just does that
12:47<+glx>sort of
12:48<+glx>it's for a DrawString call but could be a SetDParam
12:48<@peter1138>Any chance #7134 can be looked at before this evening's nightly?
12:48<@peter1138>Would help a NewGRF developer ;)
12:48<nielsm>I don't feel confident to review it
12:49<Samu>i can't make it work
12:49<@peter1138>Just bit-packing. Nothing complex :)
12:49<Samu>got this atm
12:50<Samu>the commented out way works, but you don't like that method
12:50<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7134: Fix 11ab3c4ea2f: Vehicles could not be refitted to cargo IDs higher than 32.
12:50<+glx>line 9 should be 2 not 1
12:51<Samu>ok let me try
12:51<+glx>and SetDParam(1, text) after the if block
12:51<@planetmaker>do we have so many bits actually in p2?
12:52<+glx>you just need to follow the logic Samu
12:52<@peter1138>25 bits? It's a uint32 so I hope so.
12:52<nielsm>any chance all the manual bitstuffing code could be replaced with C bitfield syntax structs? :(
12:53<+glx>and put the args in the right place, matching the string
12:53<@peter1138>nielsm, no, but I've got a PR in mind that creates a helper function to do all the bitpacking.
12:53<@peter1138>We already have CommandContainer which helps that.
12:54<@peter1138>nielsm, bitfields are very much compiler defined, and this one place where that can't be done.
12:55<milek7>maybe #pragma pack?
12:55<LordAro>nielsm: can't say i do either :p
12:55<LordAro>crap, was scrolled: i feel comfortable reviewing*
12:55<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker approved pull request #7134: Fix 11ab3c4ea2f: Vehicles could not be refitted to cargo IDs higher than 32.
12:56<@peter1138>^ although the only one i've done so far doesn't actually have any bit packing, lol
12:56<@peter1138>But that's my concept.
12:56<Eddi|zuHause>milek7: doesn't sound like anything i would trust without a pile of regression tests
12:56<@peter1138>planetmaker, thanks!
12:57<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7134: Fix 11ab3c4ea2f: Vehicles could not be refitted to cargo IDs higher than 32.
12:57<nielsm>2-3 minutes until nightly triggers?
12:57<Samu>can't make this work, crashes at Utf8Decode
12:57<@peter1138>nielsm, dunno!
12:58<@planetmaker>we shall see :)
12:58<LordAro>peter1138: i've beem wondering about that as well, the best i could come up with was some vague idea of a templated function
12:59<milek7>anyway, looks like pragma pack doesn't affect bitfields
12:59<LordAro>some sort of compiletime error is obviously preferred
13:00<@peter1138>bitfields are very rarely used.
13:00<@peter1138>Probably in the Linux kernel :-)
13:00<@peter1138>LordAro, what I've done makes the parameters type-safe as well.
13:00<@planetmaker>how do bitfields break the game? Cross-platform command stuff?
13:01<@peter1138>LordAro, so it'll need different variants when the same command is used for, say, road types and railtypes.
13:01<LordAro>peter1138: yeah, the boilerplate is probably going to add up
13:01<+glx>Samu: show your current SetStringParameters and the caption base string
13:01<@peter1138>"Allocation of bit-fields within a class object is implementation-defined. Alignment of bit-fields is implementation-defined. Bit-fields are packed into some addressable allocation unit."
13:02<@peter1138>^ This is the spec for bitfields
13:02<@peter1138>That says "don't use for network protocol stuff" to me!
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13:03<@peter1138>I'm gonna proceed with my packing helpers, sometimes it's just a bit difficult to find the right place to put a specific helper :p
13:07<+glx>I said to use {STRING1} earlier
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13:09<nielsm>how about something like that?
13:10<nielsm>should also be possible to do with variadic templates
13:10<nielsm>although that would cut out visual c++ 15 as well afaik
13:10<+glx>well 2017 is free ;)
13:11<Samu>still crashing
13:11<@peter1138>nielsm, seems overly complex.
13:11<Samu>crashing for random ai, not the others
13:12<@peter1138>nielsm, and also we have 2 bitpacked uint32s per command.
13:12<nielsm>peter1138 it's not a complete example :P
13:12<+glx>then try to find why using the debugger
13:12<nielsm>the idea is to have a base BitpackedUint32 template that can handle a large number of fields, and then create specialisations of that for each value type
13:13<nielsm>which would hopefully compile into equivalent code to the current
13:13<Samu>it's NULL when it tries to read something in utfdecode function~
13:14<Samu>s was nullptr.
13:14<+glx>check the call stack to check what slot it is
13:16<Samu>slot 2, which is configured with random ai
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13:17<Samu>the call stack is something about updatewindows, drawing dirty blocks
13:18<Samu>external code, doesn't go back to where it originated
13:18<Samu>let me copy
13:18<@peter1138>Okay so that change was incomplete ;(
13:20<LordAro>wow testing
13:21<+glx>Samu: I'll try your code locally, will be easier for me to see what could be wrong
13:21<@peter1138>Just one place where the command was split across multiple lines.
13:21<+glx>because I think it should work
13:23<@peter1138>Oh, and another. Shit.
13:23<@peter1138>CT_AUTO_REFIT lol
13:24<@peter1138>Oh well.
13:24<Samu>now my code fails too, wtf
13:25<andythenorth>oh george found the FIRS bugs
13:25<andythenorth>I assumed they were my fault
13:25<andythenorth>been there for years
13:25<Samu>ah, STRING1 is bad for my code
13:25<Samu>STRING solves
13:25<@peter1138>andythenorth, in that case...
13:25<andythenorth>@seen BrainTrue
13:25<@DorpsGek>andythenorth: I have not seen BrainTrue.
13:25<andythenorth>@seen TrueBrain
13:25<@DorpsGek>andythenorth: TrueBrain was last seen in #openttd 21 hours, 54 minutes, and 7 seconds ago: <TrueBrain> funny
13:25<@peter1138>If it's old, it's something else.
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13:27<DorpsGek_II>[OpenTTD/OpenTTD] George-VB commented on issue #7136: Sprite sorting issue with FIRS
13:27<Samu>this works:
13:28<andythenorth>oh ha ha
13:28<Samu>no crashes
13:28<Samu>it's not the way you wanted
13:28<andythenorth>peter1138: you suggested the issue template I was going to suggest :)
13:28<andythenorth>I do not love bureaucracy, but issue template FTW
13:28<nielsm>peter1138: -- not sure if the syntax is correct at all :)
13:30<Samu>oh, i dont need that text for anything too
13:30<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #7137: Add: [GitHub] Add issue template to encourage better issue reporting.
13:30<@peter1138>andythenorth ... it was already commited.
13:31<+glx>Samu: works for me
13:31<LordAro>andythenorth: arbitrary #7109 reminder
13:32<+glx>some of your other changes probably, Samu
13:32-!-D-HUND is now known as debdog
13:32<Samu>RAW_STRING to STRING1
13:32<Samu>i changed STRING to STRING1 :(
13:33<+glx>yes that's what I said
13:33<TrueBrain>@seen andythenorth
13:33<@DorpsGek>TrueBrain: andythenorth was last seen in #openttd 4 minutes and 35 seconds ago: <andythenorth> I do not love bureaucracy, but issue template FTW
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13:33<andythenorth>@seen norththeandy
13:33<@DorpsGek>andythenorth: I have not seen norththeandy.
13:33<+glx>[18:45:20] <+glx> but you can still replace RAW_STRING with STRING1, and pass a StringID for random, or STR_JUST_RAW and the raw value for the rest
13:33<Wolf01> <- theandynorth
13:33<andythenorth>can I buy someone a mac? :P
13:34<andythenorth>Wolf01: Liebherr :)
13:34<andythenorth>7 motors? o_O
13:34<Wolf01>And 2 control units, possibility to use touch screen to control it
13:34<Wolf01>Mine at day 1
13:34<andythenorth>lego might get on another good run
13:35<andythenorth>past few years are mostly meh
13:35<andythenorth>€400 though Wolf01 ?
13:36<+glx>btw Samu, STR_AI_CONFIG_NONE will probably never be displayed as you can't open the settings window in this case
13:36<Samu>none is for GS
13:37<Wolf01>450€ for sure
13:37<+glx>I know, and if there's no GS, there's no settings
13:37<Wolf01>But that's not a problem, I might afford a real one :P
13:38-!-keoz [~keikoz@2a01:e35:2fd5:51e0:d790:795d:2cc7:b53d] has quit []
13:38<Samu>hmm game script parameters on (none), it's not closing
13:38<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7128: Add: Unique ID to savegames to prevent accidental overwriting
13:38<Samu>looks like there's more stuff to fix
13:39<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7134: Fix 11ab3c4ea2f: Vehicles could not be refitted to cargo IDs higher than 32.
13:39<+glx>anyway the script name is probably not enough, I would add the slot too for AIs
13:41<Samu>yes, I know, I'm just not sure where to display, which order
13:41<Samu>AI #xx Parameters of name
13:42<Samu>AI Parameters of name (#xx)
13:42<Samu>AI Parameters of name for Company xx
13:43<andythenorth>TrueBrain: so...issue templates? o_O
13:43<Samu>AI Parameters of name (Company xx)
13:43<+glx>(#xx) at the end I think but that's not the easier choice
13:44<Samu>there's COMPANY_NUM string i believe
13:44<Samu>but it requires the company to already exist
13:45<+glx>just use {NUM} and give it the slot
13:45<+glx>but don't do it for GS
13:45<+glx>and that's where the complications start
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13:49<+glx>invalid for {NUM} but {NUM} can be {STRING1} and STR_JUST_INT
13:52<+glx>or easier, STR_JUST_RAW_STRING for GS and a string containing "{RAW_STRING} ({NUM})" for AIs
13:53<@peter1138>Oh well, that fix is "no worse" than it was before.
13:53<+glx>and just add slot as DParam 3
13:53<@peter1138>How can I test autorefit?
13:55<+glx>working with strings is not that hard
13:58<andythenorth>peter1138: make a train, send it to a station?
13:58<andythenorth>refit order?
13:58<@peter1138>With the no NewGRFs?
13:58<andythenorth>got a branch? I can test
13:58<@peter1138>Well, I've never used autorefit, so I don't know how it's meant to behave, either.
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13:58<@peter1138>andythenorth, I *know* it's broken :-)
13:58<andythenorth>it's faffy
13:59<andythenorth>'refit to fixed cargo' is trivial, you need a newgrf
13:59<andythenorth>'refit to available cargo' is super exciting magic
13:59<@peter1138>I might get away with just moving the last bit correctly. It was split over multiple lines so I missed it.
14:00<@peter1138>Hmm, rereading.
14:00<@peter1138>Autorefit should work.
14:01<@peter1138>GetCapacityString() for an auto-refit won't.
14:01<@peter1138>But I don't know where that's used.
14:02<@peter1138>It's in the RefitWindow itself.
14:02<@peter1138>So I need to get the GUI that opens the RefitWindow in auto-refit mode.
14:02<@peter1138>Any idea which set and which vehicle I can use to find it?
14:03<@peter1138>And should I throw away this deathdapter?
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14:03<Eddi|zuHause>throw everything away and buy new things, as often as possible.
14:03<Eddi|zuHause>because the economy needs you
14:04<@peter1138>It's illegal :/
14:04<@peter1138>Has shielding on the earth pin.
14:04<@peter1138>Not enough space around the outside of the pins.
14:05<TrueBrain>andythenorth: what about them?
14:05<TrueBrain>(issue templates)
14:05<Samu>my excelent copy pasting skills found a solution, let's see if it actually works
14:06<andythenorth>TrueBrain: (a) +/-1 from you (b) know of any we can steal? o_O
14:06<TrueBrain>not sure my opinion matters in this, but it is also already merged, isnt it? :)
14:06<andythenorth>oof so it is
14:06<TrueBrain>and no; all projects that I have seen that use it, are complete rubbish :P
14:06<andythenorth>I am well behind in my notification :P
14:06<andythenorth>keep up andythenorth
14:07<TrueBrain>I disabled notifications :P
14:09<Eddi|zuHause>notifications are evil...
14:10<andythenorth>I like the web notifications
14:10<andythenorth>obviously email notifications are evil
14:12<@peter1138>Nobody knows of a NewGRF that supports auto-refit?
14:13<@peter1138>Ok, found it in UKRS2.
14:18<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7139: Fix 11ab3c4ea2f: Fix showing cargo capacity for auto-refits (missed in #7134)
14:18<andythenorth>Horse :P
14:18<andythenorth>soz, too late
14:20<@peter1138>Hmm, maybe need to check one more case.
14:21<@peter1138>Oh, no, I already confirmed that.
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14:24<@peter1138>Right, how to put nielsm's code into practice...
14:26<nielsm>the template stuff?
14:27<@peter1138>Oh. BaseVehicle doesn't have index
14:32*peter1138 tries a different tack
14:40<Samu>why can't the Delete hotkey close windows in main menu
14:43<Samu>i can now open 16 configs at the same time
14:46<nielsm>oh, the FieldOffset/FieldWidth functions really oughgt to be constexpr, but then they may have to be rewritten with specialization for N==0 instead of conditional, to be valid C++11
14:48<Samu>:{WHITE}{STRING} Parameters of {STRING1} {STRING1}
14:48<Samu>it werks!
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14:49<Samu> SetDParam(3, STR_FORMAT_COMPANY_NUM);
14:49<Samu> SetDParam(4, this->slot + 1);
14:50<Samu>SetDParam(3, STR_EMPTY);
14:53<Samu>if (visible_settings.empty()) delete this;
14:53<Samu>the window now closes when there's nothing to display
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14:58<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7139: Fix 11ab3c4ea2f: Fix showing cargo capacity for auto-refits (missed in #7134)
14:59<Samu>i dont know if it's sensible to allow 16 readmes + 16 licenses + 16 changelogs = 48 textfile windows open
15:00<+glx>it's not possible
15:00<Samu>yeh, but it's what you suggested
15:00<LordAro>Samu: it's not sensible to have 64 track types, it's still possible
15:00<+glx>no I suggested one settings window per AI
15:01<+glx>and one textfile per type
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15:02<+glx>(one textfile per type is in master btw)
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15:14<nielsm>oh, the FieldOffset/FieldWidth functions really oughgt to be constexpr, but then they may have to be rewritten with specialization for N==0 instead of conditional, to be valid C++11
15:14<nielsm>uh wrong window...
15:14<nielsm>meant to press up+enter in console...
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15:30<andythenorth>can we windowshade the station construction window? o_O
15:32<Samu>(random) in that context looks weird
15:32<Samu>Random AI would be better
15:34<Samu>AI Parameters of Random AI
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15:36<andythenorth>so I have made some enterprise software now
15:36<andythenorth>OpenTTD time?
15:38<@peter1138>Always. Horses.
15:40<andythenorth>what was I fixing?
15:40<andythenorth>replacing Tropic TGP? o_O
15:40<@peter1138>Easy, turn TGP off.
15:41<andythenorth>it's an approach yes
15:41<@peter1138>Hmm, I could do with treat-warnings-as-errors.
15:42<andythenorth>I like how original makes pyramids
15:42<andythenorth>it does have a certain something
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15:44<andythenorth>shall I just delete the crap transform?
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15:45<@peter1138>Should I buy ADR1FT for 75p?
15:45<andythenorth>practically free
15:46<andythenorth>is there 75p of entertainment in it?
15:46<@peter1138>Possible. It's one of these new-fangled VR things.
15:46<@peter1138>Yes, I have a VR headset.
15:46<@peter1138>Yes, I'd rather just sit and develop code for OpenTTD.
15:47<@peter1138>That would've helped...
15:48<@peter1138>Is this the future? I don't know.
15:48<@peter1138>Probably not.
15:49<@peter1138>Logically it could just call the DoCommandP() itself, but then there's also the DoCommand() instances.
15:49<@peter1138>So it can't.
15:49<LordAro>i wonder whether it might be nicer to have a DoCommandFooRefit function that just calls through to DoCommand
15:49<LordAro>which is basically what you just said
15:50<@peter1138>Yeah, you'd need two of them, so more duplication.
15:50<andythenorth>let's just delete case LT_TROPIC
15:50<andythenorth>and see
15:51<@peter1138>How about no.
15:52<LordAro>bad andy
15:52<andythenorth>'probably fine'
15:53<andythenorth>using the arctic generator gets more rainforest
15:54<andythenorth>not sure it's really better eh
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15:55<andythenorth>can I reverse rivers so they flow from coast? :P
15:55<@peter1138>Try it.
15:56<andythenorth>I am
15:56<andythenorth>I crashed it
15:56<andythenorth>oh no, just span the river gen for a bit
15:56<andythenorth>trying to go up hill
15:57<andythenorth>let's screenshot this :D
15:57<Samu>what can I do with RAW_STRING?
15:57<Samu>what does it let me do
15:57<Samu>can {RAW_STRING} be turned into {STRING1}{STRING1} for example?
15:58<nielsm>ahh finally got it _working_:
15:58<LordAro>Samu: ^
15:58<Samu>first string1 for the script name, second string1 for which company slot it belongs?
15:58<Samu>ah, thx
15:58<LordAro>nielsm: oh no
15:59<nielsm>LordAro bwahahahaha
15:59<LordAro>Samu: there's not a lot of useful dev stuff on the wiki, but there is some :p
15:59<nielsm>and it does build with --std=c++11
16:01<LordAro>should probably have a static_assert for the fieldwidths being <=32
16:01<LordAro>that is terrifying though
16:01<LordAro>i'm impressed :)
16:01<andythenorth>kind of stupid :)
16:01<andythenorth>but cool
16:02<andythenorth> return heightEnd >= heightBegin instead of return heightEnd <= heightBegin
16:02<nielsm>LordAro, it does have that static_assert
16:02<nielsm>in both accessors
16:02<Samu>wow, rivers!
16:02<andythenorth>all rivers are flat
16:02<LordAro>be nice if it could somehow "autogenerate" the get/set functions (or at least validate them), but i suspect templates aren't powerful enough for that
16:02<LordAro>nielsm: ah yeah, same effect
16:04<LordAro>also arbitrary return/parameter for the get/set :p
16:05<andythenorth>I think I made mangrove swamps :P
16:06<Samu>oh, SetDParamMaxDigits(uint n, uint count)
16:06<LordAro>andythenorth: nice
16:06<Samu>this is useful for that 1-15 counter i have
16:06<Samu>gonna fix
16:06<nielsm> <-- and gets very well optimized
16:06<nielsm>so I think yeah this can be a good way to add type safety and enforced consistency to those bitpacks
16:08<LordAro>nielsm: it is more code than peter1138's one or two line functions though
16:08<LordAro>and i'm not sure it improves type safety *that* much more...
16:10<andythenorth>hmm, rivers :P
16:10<nielsm>well he's shown packing, but not unpacking yet
16:11<nielsm>it's the unpacking that's really interesting imo, since you want individual field access in some way
16:11<nielsm>and I think my solution offers better syntax there
16:12<DorpsGek_II>[OpenTTD/OpenTTD] glx22 opened pull request #7140: Fix: make sure strgen fails when english.txt contains invalid commands
16:12<nielsm>although it is boilerplatey
16:13<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #7140: Fix: make sure strgen fails when english.txt contains invalid commands
16:13<nielsm>looks good!
16:15<@peter1138>nielsm, we already have helpers for unpacking.
16:15<+glx>there's already an error check after parsing, but parsing doesn't check commands in strings.h phase, but they are checked when writing strings.h content, I just added a check after that
16:15<nielsm>peter1138, the problem is keeping the bitfield addresses in sync everywhere that depends on them
16:16<Samu> SetDParamMaxDigits(0, 20);
16:16<Samu> uint widest_cid = GetStringBoundingBox(STR_JUST_INT).width;
16:16<@peter1138>nielsm, that's why in my patch I intend to place the Pack version directly before the command handler.
16:16<Samu>it works! just 2 lines, no for cycle needed
16:16<@peter1138>(I didn't for Autoreplace, yeah)
16:16<Samu>oops, it's not 20, it's 2, typo
16:16<@peter1138>Not perfect, but it's not spread out everywhere!
16:18<@peter1138>Also I don't see how you'd fit your stuff in at the moment.
16:18<@peter1138>ls -l
16:18<@peter1138>Er :D
16:19<+glx>windows tasks on CI are slow since the addition of baseset project ;)
16:20<@peter1138>Yes :/
16:20<@peter1138>I think I am spoiled by having lots of CPU cores.
16:20<LordAro>someone should finish rewriting the build system into cmake
16:21<@peter1138>Yes. Who was working on it?
16:21<LordAro>more recently than TB, anyway
16:21<@peter1138>DO IT.
16:22<@peter1138>Urgh, there's so many commands :D
16:22<nielsm>the build on windows also stalls on the basesets with VS, since the baseset builds are single-threaded, and the main project is declared as depending on it
16:22<@peter1138>It should only build once.
16:23<nielsm>well it rebuilds every time a language file changes :)
16:23<@peter1138>Hmm, I guess it's because we're getting a lot of language updates.
16:23<@peter1138>If the baseset translations were separate then that'd be better.
16:23<@peter1138>In fact...
16:23<@peter1138>Why *are* the baseset translations in the language files?
16:23<+glx>pff CI passed but failed to notify github
16:23<LordAro>simplicity, i imagine
16:23<@peter1138>Just for ease of webtranslator/eints integration?
16:24<@peter1138>And also, if the strings are in our language packs...
16:24<@peter1138>Can't the baseset refer to them by string ID?
16:24<@peter1138>Oh right, we don't have a method to look up string ID by name.
16:25<LordAro>the baseset itself doesn't refer to them, it's the metadata
16:25<@peter1138>Because that's compile time.
16:25<@peter1138>Yes of course, that's what I meant.
16:25<@peter1138>Ever so pedantic :)
16:25<DorpsGek_II>[OpenTTD/OpenTTD] glx22 merged pull request #7140: Fix: make sure strgen fails when english.txt contains invalid commands
16:26<+glx>at least I can bypass CI ;)
16:26<@peter1138>glx, is this to "help" Samu? :p
16:26<@peter1138>glx, naughty!
16:26<nielsm>hm better get to bed, back to work tomorrow
16:26<Eddi|zuHause>some people can't be helped
16:27<+glx>don't know if it will help, but at least it cancels the build
16:27<+glx>as it should
16:28<+glx>and no string warnings spam when there's an error in english ;)
16:29<Samu>i have the language files with STR LIVERY and now STR AI CAPTION blabla
16:29<Samu>param idx stuff
16:29<andythenorth>meh Horse 93%
16:29<Samu>do i have to delete the strings from languages?
16:31<Samu>let's see how it complains now
16:32<Samu>arg, can't rebase before commiting
16:32<@peter1138>So commit.
16:32<@peter1138>Or stash, then unstash
16:33<+glx>yes git stash, rebase, git stash pop
16:33<+glx>works well
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16:40<andythenorth>never fails
16:44<Eddi|zuHause>i love that the traffic light turns red but he still goes
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16:45<Supercheese>good ol' 11foot8
16:47<Wolf01><Eddi|zuHause> i love that the traffic light turns red but he still goes <- is really traffic lights or an overheight indicator?
16:47<Eddi|zuHause>it's apparently an overheight indicator disguised as a traffic light
16:48<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7084: Change: AI/GS Config GUI overhaul
16:48<Samu>alright, let's see how it builds now
16:48<Samu>still with warnings
16:48<Samu>str livery and now str caption
16:49<Samu>I hate editing existant strings
16:49<Samu>always warnings
16:56<Samu>I can't edit the TEXTFILE window caption the same way as you did for AI Settings window
16:57<Samu>unless I break everywhere else it's used
16:58<Samu>the livery error seems to be the same kind of error i'm getting, interesting
17:02<DorpsGek_II>[OpenTTD/OpenTTD] michicc merged pull request #7139: Fix 11ab3c4ea2f: Fix showing cargo capacity for auto-refits (missed in #7134)
17:02<andythenorth>scaling run costs is a total PITA
17:03<andythenorth>might be easier to set them manually, compared to the algorithm I have that applies them same to all vehicles
17:03<andythenorth>but eh, manual :P
17:05<LordAro>andythenorth: #7109 poke
17:06<andythenorth>tomorrow yes
17:06<andythenorth>I am running savegames on FFWD watching costs :P
17:08<andythenorth>very high speed trains are making less money than slightly high speed train
17:08<andythenorth>on same route
17:08*andythenorth must try hard
17:08<andythenorth>also bed
17:08<andythenorth>run costs might need to scale by game era, but that sucks for game start :P
17:09<andythenorth>and might be inverse to RL, dunno
17:09<andythenorth>inflation is definitely out of scope :)
17:10<Samu>so, the only way these livery errors disappear is when all translators update them?
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17:10<Samu>that's gonna take time
17:10<@peter1138>I did remove them.
17:10<@peter1138>But eints decided it knew better and put them back.
17:11<Samu>uhm, i see {COMPANY} in english.txt
17:11<Samu>STR_LIVERY_CAPTION :{WHITE}{COMPANY} - Colour Scheme
17:11<Samu>you said you removed
17:12<@peter1138>I removed the strings from the *other* language.
17:12<Samu>ah, EINTS is the dude that edits strings in
17:13<Samu>I see
17:13<andythenorth>hmm, scale costs by type of train maybe?
17:13<andythenorth>might work
17:14*andythenorth was just using speed + power
17:14<andythenorth>but it's too crude
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17:21<Samu>maybe because the string has still the same name?
17:23<Samu>yeah, i dont know how eints machine decides what to do
17:35<Samu>hmm the .lng file STR_LIVERY_CAPTION was compiled with the english version
17:35<@peter1138>What are you going on about?
17:36<Samu>but the .txt file conatins the string with the other language
17:36<Samu>.lng and .txt don't match
17:36<Samu>maybe it's intended?
17:36<@peter1138>What are you going on about?
17:36<Samu>to avoid crash?
17:36<Samu>i'm going about this
17:37<@peter1138>Yes, but why?
17:37<Samu>looking at the contents of portuguese.txt and portuguese.lng
17:38<Samu>I don't know
17:38<@peter1138>I mean, why are you looking at it? What's the purpose?
17:39<Samu> - Colour Scheme
17:39<Samu>in portuguese.lng
17:39<Samu>{WHITE}Novo Esquema de Cores
17:39<Samu>in portuguese.txt
17:39<@peter1138>Why are you bothering?
17:39<Samu>uh, i dont know
17:39<@peter1138>We know the language files are wrong.
17:40<@peter1138>The language system is working as intended.
17:40<Samu>but the mismatch is on purpose?
17:40<@peter1138>warning: STR_LIVERY_CAPTION: Param idx #0 '<empty>' doesn't match with template command 'COMPANY'
17:41<@peter1138>strgen knows the translations are wrong, so it can't use that translation.
17:41<@peter1138>If it can't use the translation, it'll use English.
17:41<Samu>ah, I see, it avoids crashes
17:42<Samu>smart strgen
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17:42<@peter1138>Yes, strgen didn't spend an hour or so pointlessly.
17:47<LordAro>peter1138: well, who hasn't spend a pointless hour or so trying to work out how something works?
17:51<Samu>SetDParamMaxValue is actually better for what i need
17:52<Samu>fixing yet again
17:53<@peter1138>I spend ages writing patches and then rewriting them and then just ditching them.
17:55<Samu> SetDParamMaxValue(0, MAX_COMPANIES);
17:55<Samu> uint widest_cid = GetStringBoundingBox(STR_JUST_INT).width;
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17:56<Samu>let's see if it works
17:56<Samu>cool, works fine
17:57<Samu>no more magic numbers
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18:23<Samu>hmm, looks like company_num is a COMMA
18:24<Samu>STR_JUST_COMMA then
18:28<Samu>How do i change window priority of AI Settings
18:28<Samu>it even gets in front of console window
18:29<Samu>it doesn't need this much priority
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19:02<@peter1138>Okay, this is it.
19:02<@peter1138>On branch nrt-block-rebased
19:02<@peter1138>Your branch and 'origin/nrt-block-rebased' have diverged,
19:02<@peter1138>We'll get there.
19:16*peter1138 performs splittages
19:34<Samu>why is AI config window WC_GAME_OPTIONS ?
19:34<@peter1138>History, I imagine.
19:36<Samu>by being WC_GAME_OPTIONS it was always prioritized :(
19:37<Samu>always in front of every others
19:37<Samu>must see if i can solve this "always in front of others" problem for good
19:40<Samu>gonna cause issues?
19:42<Samu> WN_GAME_OPTIONS_GAME_OPTIONS, ///< Game options.
19:42<Samu>well that wasn't so obvious
19:43<Samu>I see this is a bit messy
19:45<Samu>shouldn't they be their own class?
19:45<Samu>they're a window number :|
19:46<@peter1138>WC is WindowClass
19:46<@peter1138>And you can close by WindowClass.
19:47<Samu>it's WC_GAME_OPTIONS, WN_GAME_OPTIONS_GAME_OPTIONS to refer to Game options. this looks messy
19:47<Samu>WC_GAME_OPTIONS, WN_GAME_OPTIONS_AI for the AI/GS Config window
19:48<Samu>newgrf is also here
19:50<@peter1138>anyway, yeah, settings were meant to be on top
19:50<@peter1138>because they're kinda modal
19:53<nnyby>is there a key command to pause the game?
19:55<ST2>just tried, F1 doesn't work :|
19:56<nnyby>it works for me, on 1.8.0
19:56<nnyby>on many laptop keyboards, you need to press the Fn key to get to F1 though. not that easy
19:56<ST2>maybe you forgot to say: in SP games ^^
19:56<Samu>be the host of the game
19:57<nnyby>i was thinking it would be nice to map the space bar to the pause operation. that works well for Baldur's Gate
19:57<ST2>oh yeah, people still run MP games that way
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20:00<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #6811: Feature: Add NotRoadTypes (NRT)
20:22<Samu>static uint GetWindowZPriority(WindowClass wc)
20:22<Samu>found the culprit
20:26<Samu>WC_GAME_OPTIONS is quite high in priority
20:26<Samu>must detach the AI Config window from WC_GAME_OPTIONS
20:26<Samu>there seems to be no other way
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20:45<@peter1138>Hmm, how do I compile a nightly-compatible server, then?
20:50<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
20:53<@peter1138>No, I mean get the right revision.
20:54<@peter1138>I think it's a mistake to include the branch in the network revision.
20:54<@peter1138>When you check out the specific commit that the nightly was built on, unless it's still at the tip of master, then it is no longer master but a detached head.
20:55<@peter1138>You can do git reset --hard xxx but that's kinda shit.
20:55<@peter1138>Just the sha hash should be enough for compatibility.
20:57<@peter1138>As it is, my revision is now "20190129-maste" which is terrible :p
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21:09<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7121: Fix #7021: Better revision strings for network and gamelog
21:13<Eddi|zuHause>peter1138: which is why i suggested using only the hash for network comparison
21:13<@peter1138>But I don't see your suggestion in #7121 :)
21:13<Eddi|zuHause>peter1138: as for "which revision", there used to be
21:14<@peter1138>Which revision is not a problem.
21:14<@peter1138>Having to use git reset --hard IS a problem.
21:14<@peter1138>Or maybe it's not. I dunno.
21:14<Eddi|zuHause>git checkout?
21:15<Eddi|zuHause>unless you got weird local changes
21:15<@peter1138>Yes, git checkout will work when we stop including the branch name.
21:16<@peter1138>Until then, nope.
21:20<Eddi|zuHause>oh, like that
21:20<Eddi|zuHause>yeah, that seems to be a problem
21:20<@peter1138>02:13 < Eddi|zuHause> peter1138: which is why i suggested using only the hash for network comparison
21:20<@peter1138>^ From that I thought you knew :)
21:21<Eddi|zuHause>no, the problem i had in mind was that the string is too long, so the distinguishing bit (the hash) at the end is cut off
21:22<@peter1138>Yeah that too. Of course, it would then have been "compatible" with any revision, except for the that that 'master' gets lost.
21:22<@peter1138>Anyway, up way too late again.
21:23<Eddi|zuHause>so that additional problem with the branch name is that git doesn't remember which branch the commit was originally from, "git branch" is only the head commit
21:23<@peter1138>It's deliberate.
21:24<@peter1138>It's a little difference between svn and git branches.
21:24<Eddi|zuHause>also git and hg branches
21:24<@peter1138>And there is of course the fact that git branches don't even have to have the same name, yet be the same.
21:25<@peter1138>It's really JUST the sha hash (and modified) that matters.
21:25<@peter1138>Date might help manually identify it I suppose.
21:26<Eddi|zuHause>peter1138: the branch name is useful in case of patchpacks and stuff
21:26<@peter1138>It's not.
21:26<Eddi|zuHause>for the display name, not the online compatibility
21:26<@peter1138>branch name is really a local identifier.
21:27<Eddi|zuHause>peter1138: most notably for people trying to send bug reports
21:27<@peter1138>Right, but the network protocol doesn't have a separate displayname version.
21:27<@peter1138>Yeah, sure, I'm not arguing against including it everywhere. Just not in network compability.
21:27<@peter1138>Anyway, night night :)
21:30<Eddi|zuHause>hm, some steam update seems to have silently disabled wine for non-official games
21:31<Eddi|zuHause>now i ticked that again, and it wants to redownload every game that used it before
21:34<Samu>there is the svn counter yet
21:34<Samu>why did you give up on it?
21:35<Samu>At revision: 24372
21:35<Samu>D:\OpenTTD\OpenTTD svn-trunk from
21:40<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7084: Change: AI/GS Config GUI overhaul
21:59<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7121: Fix #7021: Better revision strings for network and gamelog
22:18<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7094: Fix #7088: Retrieve an appropriate name for a non-existant AI/GS when…
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23:30<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7084: Change: AI/GS Config GUI overhaul
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---Logclosed Wed Jan 30 00:00:42 2019