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#openttd IRC Logs for 2019-02-10

---Logopened Sun Feb 10 00:00:58 2019
00:08-!-Eddi|zuHause2 is now known as Eddi|zuHause
02:24<@peter1138>I've not seen V453000 around for a while
02:29<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7211: File failed to decompress / OpenTTD crashes when downloading CZTR_Truck_set-1.0.0.tar
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02:47<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7209: Fix: volume slider behavior in music gui
02:48<andythenorth>seen this one? o_O
02:51<@peter1138>Probably something something in the window tick refactor.
02:52<@peter1138>There's some invalidation going on in OnGameTick(), should be in OnInvalidateData
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03:00<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7209: Fix: volume slider behavior in music gui
03:11<DorpsGek_II>[OpenTTD/OpenTTD] George-VB commented on issue #6908: Request: Persistent storage for vehicles
03:24<@peter1138>Hmm, trying to find if there's a handy place for determining when a vehicle leaves a depot...
03:24<@peter1138>Probably a start/stop command, I guess.
03:24<andythenorth>Pikka: :)
03:29<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7212: Fix #7197: Invalidate depot buttons when necessary.
03:35<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #6908: Request: Persistent storage for vehicles
03:35<@peter1138>andythenorth, ^ 7212
03:36<andythenorth>let's see
03:38<andythenorth>oof persistent storage for trains :o
03:39<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth approved pull request #7212: Fix #7197: Invalidate depot buttons when necessary.
03:43<DorpsGek_II>[OpenTTD/OpenTTD] PeterN closed issue #7197: Vehicle UI not showing clone button for newly created vehicles in depot when paused
03:43<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7212: Fix #7197: Invalidate depot buttons when necessary.
03:48<DorpsGek_II>[OpenTTD/OpenTTD] James103 commented on issue #7211: File failed to decompress / OpenTTD crashes when downloading CZTR_Truck_set-1.0.0.tar
03:48<DorpsGek_II>[OpenTTD/OpenTTD] James103 closed issue #7211: File failed to decompress / OpenTTD crashes when downloading CZTR_Truck_set-1.0.0.tar
03:50<TrueBrain>what has become of the world .. even andythenorth is now approving PRs! :P :D <3
03:52<TrueBrain>sometimes reddit shows me screenshots, of which I have to look twice to see it really is OpenTTD:
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03:57*andythenorth needs someone to explain vehicle reliability :P
03:57<andythenorth>might need to handle it in newgrf
03:57<andythenorth>never bothered before
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04:18<Eddi|zuHause>andythenorth: had a chance to test
04:18<andythenorth>no :)
04:18<Pikka>how did that happen, andythenorth?
04:18<andythenorth>dunno :)
04:18<andythenorth>it hasn't fixed it yet
04:19<Eddi|zuHause>andythenorth: i'm not sure newgrf can even affect reliability
04:19<andythenorth>not sure how it interacts with vehicle life
04:20<Eddi|zuHause>andythenorth: sounds like a horrible idea to touch that
04:21<andythenorth>I would like reliability to decay less aggressively on built vehicles after the model expires
04:21<andythenorth>but I don't want to mess with the model life calculation, which is currently working
04:23<DorpsGek_II>[OpenTTD/OpenTTD] George-VB commented on issue #6908: Request: Persistent storage for vehicles
04:37<Eddi|zuHause>andythenorth: again, i don't think you can affect that
04:40<andythenorth>so how much performance benefit does vehicle persistent storage bring us?
04:41<Eddi|zuHause>andythenorth: the userbits are currently an expensive operation, and can't be used in time critical operations (like graphics (default) callback)
04:43<andythenorth>so we're delegating performance concerns to individual newgrf authors? o_O
04:44<Eddi|zuHause>that's how it was always(tm) done. some callbacks came with a "don't use expensive operations here" warning
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04:55<andythenorth>flat docks anyone?
04:55<TrueBrain>only if their are pink
04:57<andythenorth>oh I've made an unreachable docl :P
04:57<andythenorth>dock *
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05:07<TrueBrain>hit and run :P
05:10<Eddi|zuHause> i'm not entirely sure what's broken
05:19<andythenorth>what did you do to rivers? :o
05:21<Eddi|zuHause>i tried to "fix" them, obviously.
05:22<Eddi|zuHause>i'm not understanding what's wrong though. might be my limited experience with C++11 or std-containers
05:23<Eddi|zuHause>i think my bfs works, but the iteration to find the flow number is somehow wrong...
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05:37<Eddi|zuHause>ah i found a thing
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05:41<Eddi|zuHause> now it has a tendency to make straight rivers, but the principle should work
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05:51<andythenorth>scared away pikka :(
05:55<andythenorth>I need bigger industries, so I can fit stations around them
05:55<andythenorth>more like 10x10
05:55<andythenorth>but they aren't possible :P
05:56<nielsm>how about that idea I aired a while ago, with industries constructed from multiple buildings, in that the industry provides a bunch of building layouts, and the game then places several of those buildings independently as a single industry?
05:57<andythenorth>yes it's worth exploring
05:57<andythenorth>I could, with a lot of effort, do that in newgrf already
05:57<andythenorth>but much effort
06:00<DorpsGek_II>[OpenTTD/OpenTTD] michicc approved pull request #7210: Fix: EOL issues, and differences in generate and generate.vbs outputs
06:01<andythenorth>visually, I don't actually like bigger industries, but eh :)
06:01<andythenorth>alternatively I could just accept station walking
06:06<andythenorth>or newgrf stations could display multiple cargos
06:07<Eddi|zuHause>andythenorth: now it has a tendency to make straight rivers, but the principle should work
06:07<andythenorth>networks look right
06:07<andythenorth>some don't terminate in coast?
06:08<Eddi|zuHause>they might end in sinkholes
06:08<andythenorth>flowing down from springs, or up from estuaries?
06:09<Eddi|zuHause>flowing up
06:09<Eddi|zuHause>well, the path is constructed upwards, and the flow amount downwards
06:09<Eddi|zuHause>river is created if flow amount is > threshold
06:11<andythenorth>are non-straight rivers just some random turns?
06:11<andythenorth>or is it more complex than that?
06:12<Eddi|zuHause>i'm trying to put some randomness into the BFS, but i'm not sure how exactly
06:12<andythenorth>looks interesting
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06:12<nielsm>in reality rivers turning and bending is something with different ground types, drainage, etc., for the level of terrain ottd has it would be basically random
06:19<Eddi|zuHause> might need some tiny tweaks still :p
06:23<nielsm>adding something to gravitate towards down-slopes might look nice
06:32<Eddi|zuHause>yeah, that needs some way to cut off a previously set path in some cases
06:44<DorpsGek_II>[OpenTTD/OpenTTD] glx22 merged pull request #7210: Fix: EOL issues, and differences in generate and generate.vbs outputs
06:44<Eddi|zuHause>hm, the cut off thing doesn't seem to work right, i get lots of tiny disconnected segments
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06:47<andythenorth_>I could just add a unique newgrf station tile for every cargo
06:48<andythenorth_>how many cargos are there?
06:49<andythenorth_>FIRS knows 68 so far
06:49<andythenorth_>max 64 in a game
06:50<andythenorth_>station building gui doesn’t hold up so well with lots of tiles
06:50<Eddi|zuHause>well, you can probably skip defining the ones that aren't active
06:52<Eddi|zuHause>so, the cut off thing won't work, because you have too many isolated sections that don't lead to the shore but get stuck in some illegal slope configuration
06:53<Eddi|zuHause>(like i said previously, rivers should be valid on all slopes)
06:53<Eddi|zuHause>(would make these things easier)
06:56<andythenorth_>I could draw more sprites
06:58*andythenorth_ considers converting rapids to weirs
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07:12<@peter1138>in salisbury again...
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07:17<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z opened pull request #7213: Feature: BFS-based river generator
07:18<Eddi|zuHause>how do i add a "WIP" label?
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07:19<@peter1138>like that
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07:30<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7213: Feature: BFS-based river generator
07:32<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7213: Feature: BFS-based river generator
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07:37<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7213: Feature: BFS-based river generator
07:39<@peter1138>got any pics?
07:41<Eddi|zuHause>it seems to be somewhat terrible on hilly/rough maps
07:48<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7213: Feature: BFS-based river generator
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07:56<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7209: Fix: volume slider behavior in music gui
07:57<DorpsGek_II>[OpenTTD/OpenTTD] nikolas commented on pull request #7209: Fix: volume slider behavior in music gui
07:58<DorpsGek_II>[OpenTTD/OpenTTD] nikolas commented on pull request #7209: Fix: volume slider behavior in music gui
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08:09<Eddi|zuHause>is there any sane way to keep my "developer" commit history, while at the same preparing a "public" commit history?
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08:19<TrueBrain>Eddi|zuHause: not really
08:19<TrueBrain>but a WIP PR can be a "developer" history
08:19<TrueBrain>normally I only squash just before I remove the WIP
08:20<Eddi|zuHause>that is probably saner than just squashing constantly
08:20<TrueBrain>it mostly is
08:21<Eddi|zuHause>at least as long as the final version can be squashed to a single commit
08:21<Eddi|zuHause>if you want something more complex, unfiddling the mess into separate commits afterwards might be equally frustrating
08:22<Eddi|zuHause>you probably then need one branch for each prospective final commit
08:22<Eddi|zuHause>so you can squash each merge commit individually in the end
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08:23<Eddi|zuHause>but you'll be constantly rebasing the merges in that case
08:25<DorpsGek_II>[OpenTTD/OpenTTD] PeterN closed issue #7181: GRF Airport landing trigger does not reflect documentation
08:31<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7208: Fix: [AzurePipelines] always list the full changelog since last stable
08:35<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7213: Feature: BFS-based river generator
08:42<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7208: Fix: [AzurePipelines] always list the full changelog since last stable
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08:53<Eddi|zuHause>is the build system meanwhile capable of providing an unstripped non-debug binary?
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09:01<+michi_cc>Eddi|zuHause: git rebase -i can go quite a long way, especially if you take some care in preparing the commits and use --autosquash with matching commit messages to help your brain remember.
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09:15<samu>oh, new river gen
09:15<samu>will it think of locks?
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09:34<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7199: Change: skip reliability decay if servicing is disabled
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09:37*LordAro notices quite a lot of changes to the dutch translation in the last couple of days
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09:46<TrueBrain>LordAro: yeah ... the yearly "move to another style" I guess :P
09:47<TrueBrain>I believe it had 10 styles over the last 15 years :P
09:50<samu>"Allow company owned stations to serve industries with attached neutral stations"
09:51<samu>what about the opposite
09:52<samu>"Industry stations may only serve the industry"
09:56<samu>too long, doesn't fit horizontally
09:58<samu>"Allow company stations to serve industries with neutral stations"
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10:01<samu>it fits!
10:02<samu>still long, but On/Off does fit
10:03<samu>"Company stations can serve industries with neutral stations"
10:03<samu>still fits
10:07<Eddi|zuHause>hm... weird... i tried to use priority queue in the BFS to go through each heightlevel first, but that makes it behave more like a DFS
10:09<Eddi|zuHause>means i get one large river that goes mostly along the coast :p
10:09<samu>"When enabled, industries with attached stations (such as Oil Rigs) may also be served by company owned stations built nearby. When disabled, these industries may only be served by their attached stations. Any nearby company stations won't be able to serve them, nor will the attached station serve anything else other than the industry"
10:10<samu>good english?
10:10<samu>good explanation?
10:11<Eddi|zuHause>i think the comparison was backwards
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10:12<samu>don't forget to make it lock friendly
10:12<andythenorth>don't forget!
10:12<andythenorth>or we could make friendlier locks
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10:14<Eddi|zuHause>no. i'm out to destroy all Samu's work, remember?
10:15<@peter1138>Make locks great again.
10:17<Eddi|zuHause>Why is TileHeight() returning uint but GetTileZ() returning int?
10:18<andythenorth>rapids-capable ships :P
10:18<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7209: Fix: volume slider behavior in music gui
10:19<samu>who's a FIRS expert? Does match the setting explanation?
10:19<andythenorth>there are no FIRS experts
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10:22<@peter1138>Eddi|zuHause, just to mess with you.
10:23<samu>Lonnpool Central should be having passengers waiting
10:23<samu>removing bus
10:24<samu>ah, it does have
10:25<samu>and now, with the setting enabled (old behaviour)
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10:26<samu>it works!
10:29<samu>no english experts around?
10:29<samu>need to know if the explanation/short-hand are fine
10:30<samu>must also know about those firs industries
10:30<@peter1138>attached neutral stations
10:31<DorpsGek_II>[OpenTTD/OpenTTD] nikolas commented on pull request #7209: Fix: volume slider behavior in music gui
10:31<supermop_Home>andythenorth fields?
10:31<andythenorth>supermop_Home: o_O
10:31<@peter1138>varaction fields, yes please
10:32<samu>ok, it's becoming longer
10:32<andythenorth>Eddi|zuHause: allow rivers to terraform?
10:32<samu>let me see if on/off still fit
10:32<Eddi|zuHause>andythenorth: that causes more problems than it solves
10:32<andythenorth>I think you get a lot of landscape churn that way
10:33<supermop_Home>let steelmill etc plant 'fields' of less important outbuildings, stacks of material, etc
10:33<Eddi|zuHause>andythenorth: each terraforming action possibly cuts connections elsewhere
10:33<andythenorth>but it would be a very neat trick to sometimes drop a river into a 1 level dip
10:33<andythenorth>supermop_Home: that's similar to what nielsm proposes
10:33<supermop_Home>ship it
10:34<samu>still fits!
10:34<samu>what about the name of the setting?
10:35<andythenorth>also estuaries :P
10:35<samu>needs another name?
10:36<samu>ok, name it
10:38<supermop_Home>i imagine a NewFields spec would provide for: 1) set [or reuse] graphics, 2) set radius from industry, 3) set spawn rate in months, 0 being never [only spawn at construction?], 4) set cost to clear
10:38<supermop_Home>pony is 5) field builds foundations
10:38<supermop_Home>there you go
10:39<supermop_Home>that basically builds your big industrial stations for you if you can't be arsed
10:40<Eddi|zuHause><andythenorth> but it would be a very neat trick to sometimes drop a river into a 1 level dip <-- i was considering that, but it wouldn't solve any of the connectivity problems that cause tiny stretches of isolated rivers disappearing into a hole
10:41<samu>I'm renaming to serve_neutral_industries, unless you have another name
10:43<andythenorth>Eddi|zuHause: is there any concept of the river path after the tiles are placed?
10:43<andythenorth>for all branches?
10:44<Eddi|zuHause>supermop_Home: "NewFields" should also be able to cover trees/forests and power lines and stuff
10:44<Eddi|zuHause>andythenorth: not really, i clear all that
10:45<andythenorth>do we know when the river basin is 'complete'? or is that conceptually not possible
10:45<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7209: Fix: volume slider behavior in music gui
10:45<Eddi|zuHause>andythenorth: i currently store some sort of "flowing direction" in m8 that could be used to follow a river downwards, but upwards is more tricky
10:45<Eddi|zuHause>andythenorth: it's "complete" if each tile was touched once
10:46<andythenorth>my thinking is that dropping some sections by 1 tile is quite easy *after* everything is placed
10:46<andythenorth>just find a slope, and walk back n tiles, terraforming
10:46<Eddi|zuHause>andythenorth: yes, but it gets tricky around curves
10:46<andythenorth>until a junction or other slope, or other limit is reached
10:46<Eddi|zuHause>and impossible at diagonal/zigzag lines
10:48<Eddi|zuHause> weird i wasn't expecting this to be possible :p
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10:50<Eddi|zuHause>would look better if the river shore was omitted there (i.e. the industry tiles being considered water)
10:51<Eddi|zuHause>not sure if that's a missing feature in the game or in the newgrf
10:52<andythenorth>there is a feature request about those shores
10:52<andythenorth>I closed it
10:57<supermop_Home>Eddi|zuHause: forests yes - high voltage transmission lines seems like too ambitious for the spec?
10:58<Eddi|zuHause>also possible: oil pumps, fishing grounds
10:58<supermop_Home>field would have to be able to be defined to have extreme aspect ratio, and means to prevent the radius from filling with power lines?
10:59<supermop_Home>would behave like newobject with pathfinder
10:59<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7209: Fix: volume slider behavior in music gui
11:00<Eddi|zuHause>one of the problems was always: what happens when the parent industry is gone, but the fields have not decayed yet. who provides the graphics?
11:00<DorpsGek_II>[OpenTTD/OpenTTD] nikolas commented on pull request #7209: Fix: volume slider behavior in music gui
11:02<LordAro> hmmm.
11:02<LordAro>also, did no one write a forum/news post?
11:03<@planetmaker>LordAro, the version info is known and ok
11:03<@planetmaker>news posting... I guess it got too late yesterday
11:04<LordAro>it's a little confusing..
11:04<@planetmaker>it's accurate though.
11:05<@planetmaker>Earlier (up to now) we had like 1.x.y-beta1 (=r21042). And another build like nightly-r21042
11:05<@planetmaker>no point really naming it differently if it *is* the same
11:05<LordAro>mm, true
11:05<@planetmaker>and it happens like once a year
11:05<@planetmaker>the issue will be resolved tonight in 2 ... 3 hours
11:09<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7204: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations.
11:09<samu>the commit message
11:14<Eddi|zuHause>LordAro: there are two separate (rare enough to not really worry) issues converging there: a) there was no commit after beta1, so the nightly was also called beta1, as the tag-naming overrides the branch-hash-naming in the compile, and 2) there was no nightly since the beta2 release
11:17<Eddi|zuHause>ok, so i was testing a change where i consider non-sealevel basins earlier in the BFS, but that seems to make for shorter/worse rivers. not sure i'm gonna keep that
11:17<Eddi|zuHause>i should maybe prioritise larger basins
11:18<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7204: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations.
11:18<samu>check now
11:20<samu>awaiting review
11:22<Eddi|zuHause>i'm sometimes getting protection fault on exit, and i'm not sure why
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11:27<@peter1138>debugger time
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11:31<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7213: Feature: BFS-based river generator
11:32<andythenorth>snail_UES_: what settings do you have for cargo age period on pax coaches?
11:32<snail_UES_>andythenorth: the settings depend on the coach classes
11:32<snail_UES_>let me have a look at the code...
11:32<samu>the commit checked is stuck
11:32<samu>help it
11:33<Eddi|zuHause>naively, i would probably put half (commuter) and double (luxury)
11:33<snail_UES_>I use 350 for 1st class, 130 for 2nd, 65 for third
11:33<snail_UES_>600 for luxury
11:33<snail_UES_>and intermediate values for mixed coaches
11:33<Eddi|zuHause>ok, yours seem to be in the same ballpark
11:33<andythenorth>yeah similar to mine
11:33<snail_UES_>but I found it only makes a difference after ~60 tiles
11:33<@peter1138>hmm, android builds...
11:34<andythenorth>@calc 185 * 8
11:34<@DorpsGek>andythenorth: 1480
11:34<andythenorth>yeah 1480 for luxury
11:34<andythenorth>56 for non-luxury
11:34<snail_UES_>I guess I’m also going to use a higher value for luxury standard gauge
11:34<andythenorth>the bonus is pretty irrelevant
11:34<snail_UES_>the values above are for NG only
11:34<samu>isn't OpenTTD CI (linux commit-checker) usually fast?
11:34<andythenorth>it makes no real difference above about 128, unless you play a stupid map
11:35<samu>it's already at 13 minutes
11:35<andythenorth>I tested a lot
11:35<andythenorth>185 or 65534 result in ~same payment
11:35<snail_UES_>I thought it would make a difference over long distances only...?
11:35<andythenorth>very long distances yes
11:35<Eddi|zuHause>andythenorth: 128km/h vehicle across 1024^2 map?
11:35<snail_UES_>oh you meant values. Yes same here
11:35<snail_UES_>the function is like a hyperbula
11:35<LordAro>samu: it should take less than a second, once its set itself up
11:36<snail_UES_>steps of 1 make large differences when the absolute value is low
11:36<LordAro>definitely looks like it's got stuck in someway
11:36<snail_UES_>basically no difference when the value is high
11:36<andythenorth>ok so we came to similar conclusions independently
11:36<LordAro>there it goes, it timed itself out
11:36<andythenorth>probably fine then
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11:36<samu>ah, nice
11:36<+michi_cc>Something like this for the 1.9.0-beta2 forum post?
11:37<LordAro>michi_cc: lgtm
11:37<LordAro>something similar for the news post
11:38<+michi_cc>I have absolutely no idea how one would make a news post nowadays, so somebody else would have to do that.
11:38<Eddi|zuHause>$someone insisted on doing website posts via PR
11:38<@planetmaker>looks good
11:38<LordAro> just a case of adding a new file here, afaik
11:38<Eddi|zuHause>as that would alledgedly make it easier for "anybody" to prepare a news post
11:39<+michi_cc>LordAro: Feel free to do it :p
11:39<LordAro>bleh :p
11:39<@planetmaker>news update via PR? Hmm
11:40<@peter1138>aww tablet running out of juice.
11:44<DorpsGek_II>[OpenTTD/website] LordAro opened pull request #57: Add: 1.9.0-beta2 release news post
11:45<LordAro>i think the website needs a "release" for the live site to be updated, as well
11:45<+michi_cc>LordAro: So the code review monkey is now also posting news? :)
11:46<@planetmaker>I just gave kamnet a heads-up to organize a titlescreen contest for 1.9.0
11:46<LordAro>michi_cc: the monkeys got out of hand
11:47<DorpsGek_II>[OpenTTD/website] planetmaker approved pull request #57: Add: 1.9.0-beta2 release news post
11:47<nielsm>so, should probably do something about the network version string for betas?
11:50<samu>no intro game competiition?
11:50<samu>you usually like to do that
11:50<DorpsGek_II>[OpenTTD/website] michicc merged pull request #57: Add: 1.9.0-beta2 release news post
11:50<nielsm>read 5 lines above
11:51<samu>my bad
11:51<supermop_Home>i still think should cram in nrt last minute
11:52<supermop_Home>64 rail types huh
11:52<@planetmaker>and cargo types
11:52<samu>oh, start instant ais didn't make it
11:54<@peter1138>nrt would be nice indeed
11:54<supermop_Home>RAIL plus 63 slightly different shades of concrete ALWEG monorail
11:54<samu>64 rail types, seriously, why?
11:54<@peter1138>there's some missing api methods
11:54<@peter1138>because 16 wasn't enough
11:55<Eddi|zuHause>and a complete rewrite? :p
11:55<supermop_Home>'Greyish Tan concrete ALWEG Monorail, 100 km/H'
11:55<@peter1138>i'm not rewriting nrt
11:55<supermop_Home>'Tan-ish Grey concrete ALWEG Monorail, 100 km/H'
11:56<supermop_Home>'Tan-ish Gray concrete ALWEG Monorail, 100 km/H'
11:56<@planetmaker>brand-new 100km/h railway with concrete
11:56<supermop_Home>grey with an 'a' is slightly more tan
11:56<@planetmaker>used 100km/h railway with concrete etc ;)
11:56<@peter1138>splitting road and tram featuresnow would be mad
11:57<samu>waiting for 64 canal types now
11:57<@peter1138>good idea
11:57<@peter1138>64 river types
11:57<supermop_Home>'concrete with a few scuff marks'
11:57<supermop_Home>'concrete with a few more scuff marks'
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11:57<@peter1138>so this is what i get?
11:58<@peter1138>increase limits because people found it wasn't enough, and then you mock it.
11:58<Eddi|zuHause>not even a lousy t-shirt? :p
11:59<@peter1138>and yes roadtypes go up to 63 too
11:59<supermop_Home>i actually kind of do want to make a very rich monorail set
11:59<+michi_cc>samu: Yes, we reverted that commit just for you; or rather LordAro simply forgot to list it in the changelog.
12:00<@planetmaker>I did never consider that list to be comprehensive
12:00<@planetmaker>or did you mean the changelog shipped with the release?
12:00<+michi_cc>LordAro: So, wait for TB or break the website ourselves? The website readme says 'After tagging, it will move to production.'. Do we dare?
12:01<@planetmaker>I will dare and take the blame if needed ;)
12:01<+michi_cc>planetmaker: I mean the full changelog on the website.
12:01<LordAro>samu: the changelog is a very much cut down list of what's in the release
12:01<+michi_cc>I guess tagging here means make a GitHub release, as I see several from TB already.
12:02<LordAro>michi_cc: i imagine you can git tag as well
12:02<LordAro>probably easier to do it via GH though
12:02<+michi_cc>That would imply making a clone first.
12:02<supermop_Home>peter1138 i can easily think of more than 16 i want in game, but i'm not sure what i'd be tempted to go for to fill out 64
12:03<supermop_Home>would be nice to stack different rail sets
12:03<+michi_cc>supermop_Home: You are not supposed to fill 64 :p
12:03<supermop_Home>michi_cc that sounds like a challenge
12:03<@peter1138>You don't need to fill it out.
12:03<samu>as an AI tester, I want more orders
12:03<TrueBrain>michi_cc: please wait till the next nightly rolls out
12:03<samu>a larger order pool
12:03<TrueBrain>as you can see on staging, things are a bit broken atm :)
12:04<samu>15 AIs fill up 64000 orders too quickly, especially if there's buoys involved
12:04<TrueBrain> <- this is a once in a 10 year bug; in 2 hours it fixes itself :)
12:04<TrueBrain>(banner info)
12:05<@planetmaker>samu, but that means they should learn about shared orders, no?
12:05<samu>yes :(
12:06<@peter1138>is the ai api capable of that?
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12:07<samu>my ai doesn't do it, because i didn't think about it
12:07<samu>never expected it to be a limitation
12:10<TrueBrain>fun fact: you can add a news post and release it all from the GitHub interface; just as a FYI :)
12:10<@planetmaker>where exactly?
12:10<TrueBrain>where exactly what?
12:10<@planetmaker>OpenTTD/website --> how do I release the website?
12:11<TrueBrain>with the request above to not do that for the next 2 hours
12:11<TrueBrain>but exactly in the place you expect it :)
12:11<@planetmaker>yes, I won't, I read that
12:11<nielsm>heh, music sounds funky when you have two processes both trying to play through the same hardware midi synth
12:11<nielsm>changing channel settings behind each other's back
12:11<nielsm>fighting for the right to have correct sound
12:12<nnyby> -> Create new file to make a news post?
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12:12<@planetmaker>oh, *there* is releases... typical problem: not finding something in plain sight
12:13<@planetmaker>ok, so I 'draft a new release' there. And then I can probably also publish it
12:13<@planetmaker>sweet :)
12:13<TrueBrain>just keep the versions semantic, and you will be fine :)
12:13<TrueBrain>no :)
12:13<TrueBrain>1.1.1 will be the next
12:13<TrueBrain>patch for updates
12:13<samu>oh, nice
12:14<samu>instant ais in 1.9.0-beta 2
12:14<@planetmaker>1.1.1-beta2? :)
12:14<TrueBrain>the website is not in beta :)
12:14<@planetmaker>true that
12:17<samu>aww framerate doesn't include AI's
12:22<supermop_Home>uh i forget how to fix this but 1.9 b2 is very small
12:23<supermop_Home>whereas 1.8 was large, ie not at the resolution of my screen
12:23<@planetmaker>just game options set screen size
12:26<supermop_Home>that just makes the window smaller?
12:26<@planetmaker>öh... does it? Not for me. But that might depend on your OS/display driver
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12:30<LordAro>samu: almost as if that's not been finished yet
12:30<LordAro>and this is a beta
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12:31<nielsm>hmm I should be able to create a tag locally in git, without any risk of it getting pushed, right?
12:31<TrueBrain>nielsm: only if you don't push it :)
12:31<LordAro>tags are not pushed by default as far as i'm aware
12:33<nielsm>ah that looks better
12:33<TrueBrain>planetmaker: basically, the version of the website has nothing to do with the version of OpenTTD :) Otherwise newspost give very weird tags :P
12:34<TrueBrain>(sorry, bit slow response :D)
12:34<TrueBrain>nielsm: nice!
12:35<@planetmaker>yep, it's different repos. No problem
12:35<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh opened pull request #7214: Fix network revision for tagged versions
12:35<nielsm>oops, missed
12:36<LordAro>nielsm: :)
12:38<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7214: Fix network revision for tagged versions
12:39<TrueBrain>nielsm: oeh, I can use that flag too for the release stuff :D
12:41<nielsm>I wonder if that ugle sed script used in the makefile couldn't be moved to a variable or a separate file
12:43<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
12:44<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
12:45<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #7208: Fix: [AzurePipelines] always list the full changelog since last stable
12:45<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh merged pull request #7199: Change: skip reliability decay if servicing is disabled
12:46<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain merged pull request #7208: Fix: [AzurePipelines] always list the full changelog since last stable
12:47*LordAro looks at some PRs
12:47<TrueBrain>hmm .. stats based on runs of < 1 second
12:47<TrueBrain>that can't be correct
12:47<LordAro>andythenorth: michi_cc: what was the result of #7109?
12:47<andythenorth>needs someone to do UI design afaict
12:47<LordAro>frosch123: have you reached #7000 on your list yet?
12:48<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7165: [core] Implement SmallVector using std::vector
12:49<TrueBrain>what a nice number, 7000
12:49<TrueBrain>will we have a cake party at 10000?
12:49<LordAro>well we can't have an r30000 party any more
12:49<TrueBrain>exactly; so I am compensating :D
12:50<nielsm>actually, what _would_ the revision number have been on svn by now?
12:51<LordAro>r28500ish, i think
12:51<LordAro>based on the fact that is "+500"
12:51<TrueBrain>534 commits more
12:52<TrueBrain>@calc 28004 + 534
12:52<@DorpsGek>TrueBrain: 28538
12:53<LordAro>peter1138: feel like reviewing #7003? it looks fine to me, but it's more your area
12:55<LordAro>similarly for #7028, i think
12:57<LordAro>Eddi|zuHause: #7049, want to remove the 4 codechange commits?
12:57<Eddi|zuHause>i can probably do that
12:57<LordAro>#7051 should probably be rebased
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12:59<@peter1138>i'll look. on mobile atm.
12:59<LordAro>no worries, just going through page 2 of PRs :)
13:00<@peter1138>ah, i remember. the cinfusion of it being inverted zoom level wise
13:00<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
13:00<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7068: Add: smart town name first steps - #7037
13:00<DorpsGek_II>[OpenTTD/OpenTTD] LordAro closed pull request #7068: Add: smart town name first steps - #7037
13:00<Eddi|zuHause>i hope that was right
13:00<@peter1138>so i fixed that, then wondered if actually the gui zoom levrl is inverted already...
13:02<@peter1138>Eddi|zuHause, why does it have sorting changes?
13:02<Eddi|zuHause>how should i know, i just converted the flyspray patches into a pr
13:06<@peter1138>Thought you might know a bit as you submitted it :p
13:06<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z opened pull request #7215: Codechange-Commits from #6599
13:07<Eddi|zuHause>i didn't bother rebasing to get rid of the first two commits...
13:07<Andrew350>So the changelogs for beta2 are showing 2018 for the year instead of 2019...not sure if I needed to post an issue for that or just let you guys know in case it was missed?
13:07<DorpsGek_II>[OpenTTD/OpenTTD] nikolas commented on pull request #7068: Add: smart town name first steps - #7037
13:07<Eddi|zuHause>so they are now in both PRs
13:07<Eddi|zuHause>Andrew350: damn this Obiwan guy.
13:07<LordAro>well crap
13:08<LordAro>and no one caught it, lol
13:08<LordAro>Andrew350: i don't think that needs an issue :p
13:08<LordAro>thanks though
13:08<Andrew350>yeah didn't think so :)
13:09<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7215: Codechange-Commits from #6599
13:09<samu> is awaiting triage 21 days ago
13:10<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7215: Codechange-Commits from #6599
13:10<@peter1138>We don't have any time limits for it.
13:11<LordAro>peter1138: well we do actually
13:11<LordAro>stalebot will close it after a month
13:12<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7215: Codechange-Commits from #6599
13:12<Eddi|zuHause>wasn't it 3 months?
13:12<LordAro>that's for issues
13:12<LordAro>i think
13:12<@peter1138>itll still bd there thougg
13:12<@peter1138>fucking mobile typinh :/
13:16<@peter1138>doesnt work with termibal emulators
13:17<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7215: Codechange-Commits from #6599
13:17<+glx> <-- good idea or not ?
13:18<LordAro>i think... bad
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13:19<Eddi|zuHause>glx: wouldn't it make more sense to trigger these from the makefile?
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13:20<+glx>yes that too, but getting the list of dependencies will require some parsing work
13:20<@peter1138>glx, i already have the changes that allow the so7rce files to be removed. ill publish that later tonight
13:21<+glx>I know you are working on that
13:22<+glx>that's why I just tested a simple thing :)
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13:25<samu>can you reconsider
13:27<LordAro>samu: not unless you can give a better reason than "you really should reconsider this"
13:28<@planetmaker>that makes ship path finding more difficult... so is detrimental to what you used to argue
13:28<@planetmaker>however personally I'm in favour to relax the location restrictions for docks
13:30<samu>yes, please
13:30<andythenorth>I see no point making it easier to block ship routes with docks
13:30<andythenorth>but eh
13:31<@planetmaker>Blocking is easy anyway. And there's IMHO no sane way to deny griefing by technical means
13:31*andythenorth tests it
13:31<@planetmaker>My motivation would be aesthetical reasons
13:32<samu>try testing with original land generator
13:32<samu>it creates narrow tight spaces
13:32<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7165: [core] Implement SmallVector using std::vector
13:35<samu>(and combine with #6931 + #7078 + #7073 + #7195) for the best water construction experience
13:35<samu>cough, I didn't say that
13:39<andythenorth>I've tested those dock locations, they don't break routing
13:46<@peter1138>heading home soon :)
13:49<Andrew350>Hmm, so that new ship behavior of turning around 'smoothly' looks very....wrong with a double-ended ferry
13:49<andythenorth>ha ha
13:50<andythenorth>also on aqueducts
13:50<Eddi|zuHause>new vehicle flag: can run backwards
13:51<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #6926: Change: Allow dock to be constructed in more locations
13:52<@planetmaker>lol @ andy
13:54<Andrew350>everything in that picture looks wrong....
13:55<TrueBrain>lol @ andythenorth :D Hahahahaha :D
14:04<andythenorth>it happens in canals too
14:04<andythenorth>it's known behaviour
14:05<@planetmaker>so... I don't exactly mind it
14:08<@planetmaker>hm, with the ships now using docks properly we should change dock graphics and assign graphical triggers there
14:09<Andrew350>ooh, animated loading docks? :D
14:10<andythenorth>newgrf docks
14:10<@planetmaker>sorry. I meant locks
14:11<@planetmaker>but yes... newgrf docks <3
14:12<Andrew350>other stations have triggers right? so why not docks? give ships some love :P
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14:13<@planetmaker>only train stations and to a much lesser degree airports
14:14<@planetmaker>bus, truck and docks don't. They're not newgrf-able
14:15<andythenorth>2.0 :P
14:17<@planetmaker> <-- I wonder though. Every time the ship leaves Kiel and goes to Dresden, it is briefly lost. Why?
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14:17<andythenorth>90 degrees?
14:17<@planetmaker>It's a straight line and I don't expect it to get lost in the not too big river network there.
14:18<@planetmaker>hm... let's see. Dunno :)
14:18<@planetmaker>indeed. Forbidden
14:19<@planetmaker>fair enough. thx
14:19<TrueBrain>planetmaker: if that looks good to you, tag a new release :)
14:20<@planetmaker>just the landing page... looks ok to me
14:21<@planetmaker>any description necessary?
14:21<TrueBrain>empty is better in my opinion :)
14:21<TrueBrain>wtf is that for a tag?
14:21<TrueBrain>wtf GitHub
14:21<TrueBrain>you are WEIRD
14:22<TrueBrain>sorry, GitHub scared the crap out of me
14:22<@planetmaker>I gave it a title :P
14:22<@planetmaker>but not a description
14:23<@planetmaker>Interesting how that shows :)
14:23<@planetmaker>I didn't expect that
14:24<TrueBrain>that is what scared me :P
14:24<TrueBrain>was wondering why spaces were allowed in tags
14:24<@planetmaker>*here, grab a beer*
14:27<TrueBrain>hmm, build failed
14:27<TrueBrain>for some reason
14:27<TrueBrain>None error
14:28<TrueBrain>retry, and it does work
14:29<TrueBrain>network connectivity ....
14:30<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker commented on pull request #7068: Add: smart town name first steps - #7037
14:31<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker reopened pull request #6926: Change: Allow dock to be constructed in more locations
14:31<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker commented on pull request #6926: Change: Allow dock to be constructed in more locations
14:31<andythenorth>smart industry names next? o_O
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14:41<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7214: Fix network revision for tagged versions
14:41<Eddi|zuHause> <planetmaker> <-- I wonder though. Every time the ship leaves Kiel and goes to Dresden, it is briefly lost. Why? <-- IIRC ships can't reverse on leaving a dock, like trains do. so they need some space to turn around
14:41<Eddi|zuHause>which is probably stupid
14:42<Eddi|zuHause>on at least 3 separate levels
14:46<@planetmaker>yeah :)
14:47<@planetmaker>any ship can basically turn in a circular area slightly longer than its length
14:47<@planetmaker>at least any motorized vessel
14:49<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker approved pull request #6926: Change: Allow dock to be constructed in more locations
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14:59<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7214: Fix network revision for tagged versions
15:18<FLHerne>planetmaker: > I don't think that it's a new issue really triggered by this patch.
15:18<FLHerne>AAUI it is in that specific case - previously there was no possible reason for a ship to turn on an aqueduct
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15:19<FLHerne>(without manually changing/skipping orders)
15:19<FLHerne>But overhanging the side of an aqueduct doesn't look any more stupid than over the sides of a normal canal, so meh
15:19<@planetmaker>aqueduct, river, canal. They're all same width. Yeah
15:20<@planetmaker>that's what I meant with 'no new issue'. It's basically the same: ships can turn on any width of water, no matter their length
15:20<FLHerne>Also, I think the 'one corner raised' case is just wrong
15:20<@planetmaker>But the reason for that is the graphics hacks around ships... they're larger than they 'should' be
15:20<FLHerne>Ships just don't fit on those
15:21<@planetmaker>I tested it. It looks ok. And you get that case easily in current OpenTTD
15:21<@planetmaker>The ship just docks oblique
15:21<FLHerne>Even a very small ship will be stuck on the shore, no?
15:22<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #6811: Feature: Add NotRoadTypes (NRT)
15:22<FLHerne>(assuming it's centred on the tile, which is true for very nearly all)
15:22<FLHerne>Ah, no, I see
15:24<TrueBrain>peter1138 (or anyone else with queue access on Azure Pipelines): at you can queue 'refs/pull/6811/head' to build NRT; publishing and updating that URL is fully automated
15:24<TrueBrain>(the 'OpenTTD release - nightly', job)
15:25<@planetmaker>that's the branch we want to queue?
15:26<@planetmaker>and I assume that would work in principle for every other PR as well
15:33<@planetmaker>TrueBrain, you have docker build the images from the CompileFarm repo, right?
15:34<@planetmaker>I'm just trying to follow that through by trying to reproduce that with a clone of the repo on my account at docker...
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15:44<TrueBrain>"every other PR": yes, but there is no retention on it yet, so we should not go overboard just yet
15:45<TrueBrain>I dont get your question about CompileFarm, sorry :(
15:46*peter1138 returns.
15:47<TrueBrain>planetmaker: you don't need a docker account to build the images
15:48<TrueBrain>you can just build them (just publishing requires an account)
15:48<TrueBrain>but you are not really asking a question, so it is hard to give any advise or response :) If you have anything specific or something, lemme know :)
15:52*peter1138 returns.
15:52<TrueBrain>so you said :P
15:52<@peter1138>Current master doesn't compile for me.
15:52<TrueBrain>who broke it?!
15:52<@peter1138>Yeah, up arrow in wrong window :-)
15:53<@planetmaker>:) I wonder actually where the built images are... but it turns out that - despite it saying that it built upon adding it there - it seems to need a manual trigger for the first build (or possibly a tag)
15:53<TrueBrain>planetmaker: CompileFarm is not build by the docker hub autobuilder, if that is what you mean (you are very cryptic, so I am trying to glue things together; I might completely miss what you are saying :D)
15:54<@planetmaker>well. My goal is to create images the/a CF can make use of. But these images are build by dockerhub, aren't they?
15:54<TrueBrain>DockerHub builder sucks balls
15:54<TrueBrain>like ... real big
15:55<@planetmaker>ok, how are they created?
15:55<@planetmaker>just on your machine?
15:55<TrueBrain>what I normally do, is build them locally, and make sure they work
15:55<TrueBrain>that is the important part
15:55<@planetmaker>with the definitions as found in the repo?
15:55<TrueBrain> <- there are 2 badges there; that should give hints :D
15:55<TrueBrain> <- there the magic happens
15:55<TrueBrain> <- there it is also stated :)
15:56<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7216: Fix 148e5b41d6: Uninitialized variable usage.
15:56<TrueBrain>people never read my READMEs :( :P
15:57<@planetmaker>meh. gotcha
15:57<@planetmaker>but where *are* the actual images?
15:57<@planetmaker>they're not re-created every time, are they?
15:58<TrueBrain>Azure Pipelines pushes them to Docker Hub:
15:58<LordAro>peter1138: doesn't compile? works for me
15:58<LordAro>couple new warnings
15:58<TrueBrain>Docker Hub acts as a cache here
15:58<@peter1138>LordAro, I build with -Werror
15:58<TrueBrain>as soon as Azure Pipelines has a cache, they most likely disapear there
15:58<LordAro>peter1138: ah well then :p
15:59<@peter1138>LordAro, but this warning is valid.
15:59<@planetmaker>I see
15:59<LordAro>mm, looks it
15:59<@planetmaker>so... I have to get my hands dirty with azure, too to actually get somewhere :P
15:59<TrueBrain>planetmaker: but to test the Dockers, I build them locally, and run them locally, till I am happy with them
15:59<TrueBrain>depends what you want
15:59<TrueBrain>if you want everything at once, yes
15:59<TrueBrain>but .. that rarely is a good approach :D
16:00<@peter1138>Plus we shouldn't be introducing warnings :-)
16:00<TrueBrain>the CompileFarm repository had the Dockerfiles months before it had the AzurePipelines :)
16:00<TrueBrain>you can even push them manually to DockerHub if you like (which I did for months too)
16:00<TrueBrain>but it all depends on what you want etc
16:01<TrueBrain>you are not really telling me that, so I am just guessing a lot of things here :D
16:01<@planetmaker>first step: have OpenTTD build from a copy of one of the existing images. Just that I see that I can make something compile
16:01<@planetmaker>next step: start modifying that image. And pulling source from another place (like a NewGRF)
16:01<@planetmaker>roughly :)
16:02<TrueBrain>do you want to build OpenTTD, or something else?
16:02<TrueBrain>(in the end?)
16:03<TrueBrain>as the way OpenTTD is build, is pretty unique
16:03<TrueBrain>not sure that is the best template we have around :D
16:03<DorpsGek_II>[OpenTTD/OpenTTD] glx22 approved pull request #7216: Fix 148e5b41d6: Uninitialized variable usage.
16:03<@planetmaker>in the end I want to build OpenGFX and NewGRFs
16:03<LordAro>planetmaker: while you're at it, modify the CF to build with -Werror :p
16:04<TrueBrain>LordAro: it breaks releases
16:04<TrueBrain>so fix that first plz :)
16:04<TrueBrain>LordAro: and please, dont fix that in the CF; fix that in the configure stuff
16:04<TrueBrain>ffs :P
16:04<TrueBrain>dont let the CI tell people when they are being silly; tell them when they build locally already
16:04<@peter1138>I think the OS X build will fail.
16:05<TrueBrain>planetmaker: so you need a tool to do that, and run that on source. Possibly it is easier to follow one of the Docker tutorials instead
16:05<LordAro>TrueBrain: in a perfect world yes, but in practical terms the MinGW builds have unfixable warnings
16:05<LordAro>and yeah, so do OSX
16:05<TrueBrain>planetmaker: <- that is the easiest Dockerfile in CompileFarm. Possibly that is a good starting build
16:05<+glx>and MSVC sometimes
16:05<TrueBrain>put that in a folder, run: docker build -t test .
16:05<TrueBrain>after that: docker run --rm test (with some parameters as in README)
16:05<TrueBrain>if you really want to use CompileFarm as template
16:06<TrueBrain>LordAro: so make that part of the choice to enable Werror
16:06<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7216: Fix 148e5b41d6: Uninitialized variable usage.
16:06<@planetmaker>well... I *thought* OpenTTD might be a good template for OpenTTD-related stuff :)
16:06<TrueBrain>but it is always better if the developer already sees the error BEFORE he pushes LordAro :)
16:06<TrueBrain>planetmaker: nope :)
16:06<TrueBrain>especially as what you want is not related to how OpenTTD is build, I guess :)
16:07<+glx>some warnings are compiler dependant
16:07<LordAro>TrueBrain: i'm not sure introducing different build behaviour per platform is any better
16:07<LordAro>it's already the case that a linux developer is only going to see an MSVC error after they push
16:07<TrueBrain>anyway, do we still support mingw? :P
16:07<+glx>even if there's no warning locally you can get them in the CI
16:07<TrueBrain>it is not part of the CI
16:07<TrueBrain>LordAro: yes, but it MINIMIZES the issues for sure :)
16:08<TrueBrain>but for all I care, make it a configure flag
16:08<TrueBrain>but lets not make the CI inject some flags in strange ways to add this (which would also be heavily platform depending btw ... so that argument is a bit weird ;))
16:10<TrueBrain>but okay, possibly a better way to phrase it: being able to compile OpenTTD where it errors out on warning is a very good idea
16:10<TrueBrain>having the CI do that on targets that are already clean, also a good idea
16:10<TrueBrain>allowing a local developer to also do that, the bare minimum :D
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16:11<TrueBrain>would also be nice if MSVC errors on warnings, for example
16:12<+glx>harder as you need to change the project files
16:13<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7217: Fix #6599: Disable build and rename button in build vehicle window when no vehicle is selected.
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16:22<DorpsGek_II>[OpenTTD/OpenTTD] PeterN closed pull request #7215: Codechange-Commits from #6599
16:22<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7215: Codechange-Commits from #6599
16:23<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
16:23<andythenorth>Horse metro trains are stupidly profitable, they carry 400 pax in 1 tile length
16:23*andythenorth tries to nerf them
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16:25<andythenorth>cargo age period = 1 kinda does it
16:26<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
16:27<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7209: Fix: volume slider behavior in music gui
16:27<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7165: [core] Implement SmallVector using std::vector
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16:34<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7209: Fix: volume slider behavior in music gui
16:34<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
16:39<m3henry>Loving the group colour schemes
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16:42<andythenorth>next up: paint your own livery
16:42<andythenorth>draw pixels on the – view, we transform it for the other views :P
16:42<@peter1138>Oh hello
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16:44<m3henry>When I saw the "persistent storage for trains" issue, I initially thought it meant being able to store wagons at a station/depot
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16:54<samu>do I need to do anything about 6926, or is it fine?
16:56<samu>in-place comments? other structure, like how?
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16:57<samu>maybe what's confusing is the } else if (!IsBuoyTile(tile_cur)) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
16:57<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
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17:26<andythenorth>is bed eh
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17:34<@peter1138>Hmm, if we only count PRs, we're at 397. Long way til 10,000.
17:36<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7218: Codechange: In CmdCompanyCtrl, move client_id assignment to where it is used, and document bit usage better.
17:41<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector
17:47<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7165: [core] Implement SmallVector using std::vector
17:48<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7218: Codechange: In CmdCompanyCtrl, move client_id assignment to where it is used, and document bit usage better.
17:48<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7218: Codechange: In CmdCompanyCtrl, move client_id assignment to where it is used, and document bit usage better.
17:49<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector
17:53<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7165: [core] Implement SmallVector using std::vector
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18:05<@peter1138>LordAro, something like
18:05<@peter1138>But... I dunno.
18:07<LordAro>peter1138: yeah, these discussions have already been had :)
18:07<LordAro>it's a tossup, really
18:07<@peter1138>I just see a maze of complex changes in smallvector :/
18:07<LordAro>but that is what i said originally, and i don't want to make m3henry rewrite his PR for a 3rd time :)
18:07<LordAro>it's just the one commit though, and it's not that big
18:09<m3henry>Replacing instances did seem like the logical first choice, but this method in retrospect makes more sense
18:10<@peter1138>I looked at the "files changed"
18:11<@peter1138>This PR really benefits from looking at the individual commits.
18:12<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector
18:14<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector
18:15<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector
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18:16<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector
18:17<@peter1138>Ok, editted those comments away :-)
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18:23<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector
18:29<@peter1138>I thought I'd blown up NRT then.
18:29<LordAro>reflog to the rescue?
18:29<@peter1138>All the AIs were crashing. Turned out I hadn't compiled it, so the AI compat stuff was there but invalid for the version running :p
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18:48<drac_boy>hi there
18:55<drac_boy>just had to ask if anyone recall the name of a tt-forums similar forum but for deutsche speakers? not sure why I can't seem to find it again :-s
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19:02<drac_boy>oh, thanks :-s
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19:19<drac_boy>hmm thanks..found the csd freight wagons I was looking for .. seem that still wouldn't resolve to any webhost
19:31<@peter1138>samu, that may be enough to work, but I don't have a big savegame to test. It doesn't affect loading existing saves, at least.
19:40<samu>well, start 15 ludiai afterfix's
19:40<samu>with 5000 road vehs and 5000 aircraft each
19:40<samu>or wait, i may have given a save to you already
19:41<samu>ah here it is
19:42<drac_boy>0_0 ... thats way too many for me to ever track at all :-|
19:42<@peter1138>Nah, I've gone to bed now.
20:15<drac_boy>hm can't think of anything good to sort out on irc now so...meh..bye :->
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23:24<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7213: Feature: BFS-based river generator
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---Logclosed Mon Feb 11 00:00:59 2019