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#openttd IRC Logs for 2019-02-23

---Logopened Sat Feb 23 00:00:15 2019
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02:40<andythenorth>so this won't work :(
02:40<andythenorth>because of vehicle exclusive previews
02:44<andythenorth>vehicle is offered as preview -> vehicle is missing dependencies -> vehicle is uselss
02:44<andythenorth>one argument might that the newgrf is broken in that case
02:45<@peter1138>Hmm "if intro date is the same include dependencies in preview"
02:45<@planetmaker>exclusive preview is only offered for engines iirc
02:46<@peter1138>Oh. Good point.
02:46<@planetmaker>if another one uses wagons w/o an engine... is it a fail?
02:49<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7265: Fix #7004: Mark linkgraph dirty to be rebuilt on next draw call.
02:49<andythenorth>designing vehicles that depend on each other is a fail
02:50<andythenorth>but that means abandoning wagon speed limits
02:50<@planetmaker>andythenorth> designing vehicles that depend on each other is a fail <-- I agree. Might be different for wagons. But vehicles... yes
02:51<@planetmaker>s/vehicles/self-powered vehicles/
02:51<@peter1138>So basically...
02:51<nielsm>are unpowered wagons ever offered for exclusive trial?
02:51<@peter1138>"because of vehicle exclusive previews" is a non-issue then?
02:51<andythenorth>well it depends how completionist we want to be :P
02:52<nielsm>so would have to add another property to vehicles "always introduce together with" somehow?
02:52<andythenorth>I chose the words "it won't work" carefully :P
02:52<nielsm>or "never introduce without X being available"
02:52<andythenorth>I'm still in favour of synchronising the dates using the seed
02:53<andythenorth>I just thought of the edge case it doesn't meet :P
02:54<andythenorth>nielsm: an older idea was exactly a property, so that if one vehicle becomes available, other vehicles are also triggered for introduction
02:54<andythenorth>the Eddi|zuHause solution is pretty neat because no spec extension needed
02:55<andythenorth>zero-effort for authors, nml maintainer etc
02:55<@peter1138>The property idea is too rigid as well.
02:56<andythenorth>we _could_ infer wagon introduction
02:56<andythenorth>for set(wagons)
02:57<andythenorth>where intro date matches exactly set(engines)
02:57<andythenorth>if the engine is available, introduce the wagon
02:57<andythenorth>the engine / any engine in the set /s
02:57<@planetmaker>we can only set introduction years, can we?
02:57<andythenorth>it's a date afaik
02:58<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7225: Add: Various AI/GS functions that may be useful.
02:58<andythenorth>some of us are in the habit of only setting year :P
02:58<@planetmaker>oh, well. Then it's a total non-issue
02:58<@planetmaker>same date = all together, irrespective of the newgrf they come from
02:58<@planetmaker>different date = differently randomized
02:58<@peter1138>planetmaker, there's two.
02:59<andythenorth>planetmaker that's what eddi's patch is intended to do yes
02:59<@peter1138>Hmm, no, there isn't two.
02:59<@peter1138>Well, there are two, but one is relative to 1920, the other is relative to 0
02:59<@peter1138>But both are days.
02:59<andythenorth>but both in days?
02:59<@planetmaker>peter1138, two properties. But they map to the same internal one
03:00<@planetmaker>and granularity is the same, just offset
03:00<@peter1138>planetmaker, yeah, one of them might've been years rather than days, I meant.
03:00<@peter1138>But it's not :-)
03:00<DorpsGek_II>[OpenTTD/OpenTTD] GabdaZM commented on pull request #7250: K-d tree data structure for spatial lookups
03:01<andythenorth>so how about a flag to exclude vehicles from exclusive preview offers? o_O
03:01<andythenorth>fixing symptom not cause? o_O
03:02<@planetmaker>ok... how does exclusive preview now pose difficulty?
03:02<andythenorth>engines introduced with no wagons available
03:03<@planetmaker>if we say "same date = always together" that might apply to exclusive preview, too
03:03<@planetmaker>including wagons
03:03<DorpsGek_II>[OpenTTD/OpenTTD] GabdaZM commented on pull request #7250: K-d tree data structure for spatial lookups
03:03<@planetmaker>for that player
03:03<andythenorth>to be clear it's an edge case I'm describing, no kittens die
03:04<andythenorth>it improves the common case, and occasionally the game will slap the player around the face a bit with preview
03:04<@planetmaker>but I think I'm missing the details how exclusive preview is handled internally :)
03:04<@planetmaker>actually it would be cool to have per-company introduction dates :D
03:04<@planetmaker>especially for scenario purposes
03:05<@planetmaker>that would - at the same time - cover exclusive previews
03:06<@planetmaker>(but I'm side-tracking)
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03:07<@peter1138>Well that sounds something that should be GS functionality.
03:09<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7250: K-d tree data structure for spatial lookups
03:09<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7250: K-d tree data structure for spatial lookups
03:09<@planetmaker>peter1138, yes, that's how I see it, too. Exposed to GS only. But it's not internally supported yet
03:10<nielsm>peter1138: heh pulling in opposite directions :)
03:10<@peter1138>I've editted mine now.
03:11<@peter1138>planetmaker, hmm, I guess these little details are awkward because the GS only runs on the server.
03:11<@peter1138>So anything you want to change has to be a network command... and GS can only do one command per tick. Hmm.
03:12<@planetmaker>na, it's perpendicular things, nielsm :)
03:12<nielsm>or you'd have to pack more data in the string parameter as an abuse
03:12<nielsm>(if that's even possible)
03:14<andythenorth>so maybe we can finish 16-cargo nmlc support today :)
03:14*andythenorth hopes
03:15<nielsm> <-- with max width 500 heuristic this is the brokenness-level
03:15<nielsm>problem is that the width to search really depends on font size as well
03:17<@peter1138>font size and zoom level.
03:17<@peter1138>Well, zoom level affects the bounds you need to search, at least.
03:18<@peter1138>andythenorth, so maybe we can approve nrt today :)
03:19<nielsm>maybe beta3 or rc1 should be the focus, really
03:20<@peter1138>There's a few PRs I'd like to get in, not including my own obviously.
03:20<@peter1138>I suppose I better get cycling-dressed.
03:20<nielsm>are they all on the milestone list?
03:21<@peter1138>Probably not.
03:21<@peter1138>Ok, I'll mark them.
03:24<nielsm>I'll do some squashing of ai-framerate
03:26<DorpsGek_II>[OpenTTD/OpenTTD] PeterN approved pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
03:27<nielsm>hmm I can't click on the last item in the list
03:27<DorpsGek_II>[OpenTTD/OpenTTD] PeterN closed issue #6918: Add option to adjust font size separately from GUI size.
03:27<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
03:27<@peter1138>nielsm, o
03:32<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #6931: Change: Prevent town growth from blocking ships
03:35<nielsm>fixed that
03:45<@peter1138>Ok, well I'm off.
03:50<@Alberth>hai hai
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04:15<LordAro>moin was one of the dwarves in the hobbit, right?
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04:35<andythenorth>Alberth: I sent forum DM btw ;)
04:36<@Alberth>ah, ok, thanks
04:37<@Alberth>I cloned the repo, but that's all I did so far
04:39<andythenorth>not sure if hg revs will ever line up with git numeric revs
04:43<andythenorth>my global .gitignore ignores 'bin'
04:43<andythenorth>because python projects
04:43<andythenorth>where bin is generated
04:51<_dp_>yeah, per company introduction dates, patch I never did
04:51<_dp_>it's actually quite easy as flags are already there only API is missing
04:52<_dp_>and 1command/tick is not a big issue here as not many commands are needed
04:52<_dp_>it's not like updating company goals where every line is a command so it takes forever
04:54<Eddi|zuHause><andythenorth> not sure if hg revs will ever line up with git numeric revs <-- unlikely, because hg counts commits that are not direct ancestors. but you could apply an arbitrary offset for the conversion...
05:17<LordAro>beta3 this weekend?
05:17<LordAro>with or without merging nrt?
05:18<TrueBrain>NRT for after 1.9, right? :)
05:18<TrueBrain>bit late to add new shit like that now :D
05:18<TrueBrain>beta3 or RC1?
05:19<LordAro>peter1138 wanted to add it sooner rather than later - thought another year for 1.10 was too long
05:19<LordAro>it's been reasonably well tested by this point, right?
05:19<TrueBrain>is it?
05:19<TrueBrain>but nobody is saying a new release should take a year
05:20<Eddi|zuHause>"well tested" has been a terrible argument, historically :p
05:20<TrueBrain>nothing wrong with pushing a new release in 6 months .. or 3 months ..
05:20<_dp_>imo it's better to release 1.10 early than include something that big at beta stage
05:20<TrueBrain>once you release your first beta, you should be in a feature freeze
05:20<TrueBrain>personally, I thought that was the whole point of the beta :)
05:20<TrueBrain>also the reason we had a milestone etc
05:21<LordAro>i thought that was RC stage, i.e. when it branches
05:22<LordAro>until then, the betas are just renamed trunk
05:22<TrueBrain>what I thought we were doing: push out 1.9 ASAP, so we can merge NRT :)
05:22<LordAro>but if you're happy to break "the release cycle", then ok :)
05:22<TrueBrain>personally, I would pick up the last few things in the 1.9 milestone, and get it out there :)
05:22<LordAro>it can go in the devblog
05:22<TrueBrain>the "release cycle" only exists because people maintainted it
05:23<LordAro>stable releases not in april, whatever next
05:23<TrueBrain>the first 1st of April was a joke on a joke ..
05:23<TrueBrain>the second time was funny because .. it was funny
05:23<TrueBrain>the third time, it enraged a few people
05:23<TrueBrain>after that ... it was "a rule"
05:23<TrueBrain>funny how that works :P
05:23<TrueBrain>if we do release more often, we should consider an auto-updater btw :P
05:24<_dp_>it kinda fit a development tempo last few years as there weren't much features to include even after a year
05:24<TrueBrain>but please, lets not merge NRT, because "otherwise it takes so long" .. rushing shit is never a good sign :)
05:24<TrueBrain>I think it would be fair to make a new release when ever something big happened
05:25<TrueBrain>(lets call them .. feature releases!)
05:25<LordAro>autoupdaters are hard, and only really worth doing on windows anyway
05:25<LordAro>i'd settle for a message on the mainscreen though
05:26<TrueBrain>that reminds me, I want Steam! :P
05:26<Eddi|zuHause>mainscreen turn on
05:27<TrueBrain>hmm, new Azure Pipelines version still isn't rolled out .. 20 days after changelog was published
05:27<TrueBrain>this random time between those is annoying
05:27*LordAro adds NRT to a 1.10 milestone
05:27<TrueBrain>LordAro: or .. 2.0? :D
05:28<TrueBrain>4 entries in the 1.9 milestone
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05:29<TrueBrain>ICU is the biggest in there, I guess
05:29<TrueBrain>btw, LordAro, did you ever manage to get the website PR finished somewhat? (the one where you remove most of the icons :D)
05:30<TrueBrain>(honest question out of interest; not to push you or anything)
05:30<LordAro>ICU will probably slip to 1.10, tbh
05:30<LordAro>pango is hard
05:30<LordAro>or whatever
05:30<TrueBrain>fine by me :)
05:31<LordAro>i imagine blathjis might complain :p
05:31<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7178: Add AI and GS to framerate window
05:31<TrueBrain>I think everyone agrees we should replace it; but .. if it is not happening now, it is not happening now :)
05:32*andythenorth arrives late
05:32<LordAro>can't remember how far i got with the website, but it was definitely still a work in progress
05:32<andythenorth>no NRT for 1.9.0
05:32<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7178: Add AI and GS to framerate window
05:32<andythenorth>push it ASAP to nightlies
05:32<andythenorth>do a 1.10 in 3 months
05:32<LordAro>andythenorth: i put 1.10 as October
05:32<LordAro>but ¯\_(ツ)_/¯
05:32<andythenorth>well maybe
05:33<andythenorth>anyway we're making a game not a religion, April 1 is not sacred :)
05:33<TrueBrain>if we automate releases a bit more, it also becomes easier to release
05:33<LordAro>so... RC1 this weekend?
05:33<LordAro>does a month of RC(s) sound reasonable?
05:34<LordAro>gives us enough time to work out how branch commits are going to work as well :)
05:34<nielsm> <- this one slipping?
05:34<LordAro>(i imagine cherry-picking, but)
05:34<TrueBrain>cherry-picking is best, otherwise merging, I guess
05:34<LordAro>nielsm: looks like someone needs to answer the question
05:35<LordAro>i think the answer is "yes" ?
05:37<TrueBrain>so .. what else is there to do .. hmm ..
05:37<TrueBrain>guess I should make a REST API for "download versions"
05:38<TrueBrain>_dp_: I spammed your PMs, but never got a reply; you figured out how to build via Azure Pipelines yourself? :D
05:39<TrueBrain>hmm .. what is the easiest way to create a REST API these days ..
05:40<LordAro>something in python, to be consistent, presumably?
05:40*LordAro looks at jekyll
05:40<TrueBrain>Flask I guess ... how to document the API ..
05:40<TrueBrain>Swagger? RAML?
05:41<LordAro>swagger's pretty nice
05:41<LordAro>as long as you go swagger -> implementation, rather than the other way around
05:41<TrueBrain>yeah .. that is always the annoying part
05:41<TrueBrain>you rather have documentation from your code
05:41<TrueBrain>as it is .. more up-to-date :D
05:41<LordAro> there you go
05:42<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #7187: Change: Add scrollbar to cargo legend in cargo payment rates window.
05:42<TrueBrain>yeah .. Flask-RESTPlus, flask-apispec, ...
05:43<TrueBrain>always difficult to find one that is both maintained and workable :P
05:43<TrueBrain>flask-restplus for example hasnt seen a commit in 6 months
05:44<nielsm>that may also mean it's stable :)
05:44<TrueBrain>given it is version 0.12
05:44<TrueBrain>that makes it hard to estimate
05:45<TrueBrain>I am not the only one wondering :D
05:45<TrueBrain>seems bus-factor of 1 was reached
05:46<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh merged pull request #7187: Change: Add scrollbar to cargo legend in cargo payment rates window.
05:47<nielsm> <- 1.9 candidate?
05:47<TrueBrain> <- 1.9 candidate? :D
05:50<nielsm>ai/gs framerate is just expansion of an already new feature, to be more complete, I think it's obvious it needs to go in!
05:51<TrueBrain>we use to keep all the sources of every nightly we ever produced (only the sources)
05:51<TrueBrain>is that really useful, I wonder
05:54<LordAro>not hugely
05:54<LordAro>a list of commit hashes should be plenty
05:54<TrueBrain>even there, is it useful to keep of those older than .. 90 days?
05:55<TrueBrain>I have them back to r1 :D
05:56<LordAro>perhaps not, but i don't see the harm in it
05:56<LordAro>text file can't be that big :p
05:56<TrueBrain>keeping things for keeping, and nobody ever using it, only decreases maintainability :D
05:57<TrueBrain>so I was more wondering why/when anyone would like to know
05:57<TrueBrain>any crashdump etc will always contain the githash or svn revision
05:57<andythenorth>was it an outdated approach to GPL compliance?
05:58<TrueBrain>no; it was done because we could, and in case subversion went bye-bye
05:58<andythenorth>ok so DVCS
05:58<TrueBrain>(so we could recover from nightlies, as good and bad as that would go)
05:58<andythenorth>job done, no need
05:58<TrueBrain>yeah .. so I am somewhat tempted to only keep record of the last 90 nightlies
05:58<TrueBrain>and just remove anything else
05:59<TrueBrain> <- to give inspiration why I talk about this :D
06:00*andythenorth starts FIRS 4 properly now
06:01<andythenorth>feature branches and everything
06:01<TrueBrain>that is what they all say :P
06:05<andythenorth>oof nmlc ERROR: "generated/firs.nml", line 7342: Syntax error, unexpected token "waiting_cargo_1"
06:05<andythenorth>make: *** [generated/firs.grf] Error 1
06:07<LordAro>good start
06:07<andythenorth>so the prod. cb format needs to change?
06:07<andythenorth>I knew this would be like pulling teeth :P
06:07<andythenorth>trying to test the 16 cargo industry stuff against FIRS is dumb
06:08<andythenorth>but nobody else has provided a reference.grf for it :(
06:11<andythenorth>not sure why this now contains unexpected token
06:11<andythenorth>using nmlc built from here
06:12<@planetmaker>what exactly is the unexpected token there, andythenorth ?
06:13<nielsm>the old produce syntax is supposed to still work
06:13<andythenorth>trying to figure out how prod. cb detects version
06:13<nielsm>but I'll admit to not testing that
06:16<@planetmaker>TrueBrain, I'm sure it will be of interest in some way. And if it's for history reasons :) Yes, we have the repo...
06:17<andythenorth>not sure where version is specified in nml
06:17<andythenorth>I think it's inferred to be version 1, historically
06:18<andythenorth>might be set here?
06:18<@planetmaker>andythenorth, there's nml/
06:18<@planetmaker>which in turn is written by
06:18<@planetmaker>which in turn runs nml/ or so
06:18<nielsm>planetmaker not nml version, production callback version
06:18<@planetmaker>ups, sorry :)
06:23<andythenorth>ok so a few things clicked :P
06:23<andythenorth>1. this shouldn't break old grfs
06:23<andythenorth>so I should test it with FIRS based on 3 in & 2 out
06:24<andythenorth>2. I'm really unclear where the canonical PR for this is :P
06:24<andythenorth>I'm using peter's rebase, but we can't push any more fixes to that :P
06:26<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh requested changes for pull request #7080: Change: Cache stations and links for whole map for linkgraph GUI to eliminate delay when scrolling or zooming
06:28<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh closed pull request #7005: Fix #7004: Redraw linkgraph overlay correctly after zoom
06:28<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7005: Fix #7004: Redraw linkgraph overlay correctly after zoom
06:29<andythenorth>ok I made a PR at least
06:31<andythenorth>the bot doesn't see nml repo?
06:31<nielsm>yay PRs down to two pages
06:31<andythenorth>come on DorpsGek_II, keep up :P
06:31<TrueBrain>andythenorth: because nobody told him to
06:31<TrueBrain>and why are issues disabled on the NML repo?
06:31<andythenorth>DorpsGek_II watch the nml repo :P
06:31<LordAro>TrueBrain: because no one wanted to migrate them from OTTDC
06:31<andythenorth>TrueBrain: because Frosch was going to import from devzone
06:32<nielsm> <-- anyone opposed to this?
06:32<andythenorth>he had a test for it
06:32<TrueBrain>andythenorth: ah
06:32<andythenorth>nielsm: I would have liked to know what it does, like a screenshot or so
06:32<andythenorth>but ok
06:32<LordAro>TrueBrain: bit late to maintain the issue numbers now, so probably just migrate the open ones
06:32<andythenorth>it's a change with no context, no explanation
06:32<nielsm>I wonder if I can somehow force the issue it appears to solve
06:33<andythenorth>it's poor habits
06:33<TrueBrain>LordAro: I hope frosch is doing that? (as it is not on any of my todos)
06:33<andythenorth>we shouldn't encourage this kind of dump-and-run PR, it puts all the quality checking onto the reviewer
06:34<LordAro>i do recall an image somewhere..
06:34<LordAro>but yeah, should be in the issue
06:34<andythenorth>TB :)
06:34<TrueBrain>hmm .. NML is also not forcing review
06:34<TrueBrain>and has no CI :)
06:34<TrueBrain>someone has been slacking ;)
06:34<andythenorth>no maintainer :(
06:34<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7194: Fix: Remove desert around lakes upon generation.
06:34<andythenorth>does anything actually have a maintainer?
06:34<andythenorth>or is that a broken concept?
06:36<DorpsGek_II>[OpenTTD/nml] TrueBrain commented on pull request #15: Industries: support 16 cargos in / 16 cargos out
06:36<TrueBrain>there we go
06:36<TrueBrain>but that repo does need some love in terms of configuration
06:36<TrueBrain>nobody talked to me about any of it, so I don't know if anyone is on top of that, or that it was assumed it "magically" would work :P
06:38<TrueBrain>there are also weird branches in the nml repo :P
06:38<andythenorth>it was MVP :P
06:39<andythenorth>really nml is a bit fucked currently
06:39<andythenorth>it's a pretty critical tool for content authors but....
06:39<TrueBrain>I am more talking about the repo; not the content :)
06:39<andythenorth>- bad repo / CI environment
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06:39<andythenorth>- no maintainer
06:39<LordAro>shall we get RC1 out of the door first, then worry about nml?
06:39<andythenorth>- no tests
06:39<andythenorth>- no reference grfs
06:39<andythenorth>- spec is a PITA
06:40<andythenorth>- and nmlc is slow as all hell to use
06:40<andythenorth>LordAro: maybe :P
06:40<andythenorth>that 16 cargo stuff is pretty untested tbh
06:40<TrueBrain>LordAro: if you expect people that can help with RC1 are in the same group as NML :D
06:40<andythenorth>and it's shipped
06:40<LordAro>TrueBrain: well, it's you, basically :p
06:40<LordAro>i forsee some sort of issue with creating a release from a branch
06:41<TrueBrain>what am I suppose to do for either one? :)
06:41<TrueBrain>if the branch is correct, I think it just works tbh :)
06:41<TrueBrain>but we will find out :D
06:41<LordAro>exactly :p
06:41<LordAro>and CI setup is basically your area
06:42<TrueBrain>but I am not touching NML currently, to be clear :)
06:42<TrueBrain>well, I am, but the annoys me :P
06:43<LordAro>don't have to touch NML to setup CI for it :p
06:44<@planetmaker>issues... are disabled on nml for no good reason, I guess. But it might need migration of devzone issues first
06:44<TrueBrain>LordAro: I assume someone else is on top of that :)
06:44<DorpsGek_II>[OpenTTD/OpenTTD] Nik-mmzd opened issue #7266: News font size is bugged if font size was changed for a multiple times
06:45<LordAro>TrueBrain: i think you overestimate how much other people understand about the CI
06:45<andythenorth>planetmaker: it's precisely that, frosch wants to move all issues from devzone (or wants someone to :P )
06:45<@planetmaker>TrueBrain, so, no, no oversight on your part and no complaint. Migration of nml to github is (obviously) not quite finished. Issues are missing
06:45<TrueBrain>LordAro: I at least assume people ask if that is the case :) Others did for their patchpacks :)
06:45<TrueBrain>planetmaker: cool! As always, let me know if I can help
06:45<@planetmaker>and yes, I'd ask, if I wanted you to do something. I didn't consider having nml stuff announced here
06:46<TrueBrain>planetmaker: as long as we are in sync, I am fine :)
06:46<@planetmaker>I'm fine with it being announced though (anyone having opinions about that?)
06:46<TrueBrain>as you just noticed, LordAro did make some assumptions :P
06:46<TrueBrain>planetmaker: the announcing is already done :D So no take-backs :P
06:46<@planetmaker>LordAro, CI for nml basically is setup. It just needs triggering
06:47<@planetmaker>the old CI for devzone still works. Currently just doesn't get a trigger from github
06:47<andythenorth>we should teach it build tests
06:47<TrueBrain>and this is why I ask before I meddle with it ;) Happy to see someone is on top of it :)
06:47<@planetmaker>it is modified to build from github though
06:48<TrueBrain>planetmaker: one thing that needs fixing ASAP: "see 'license.txt'"
06:48<TrueBrain>there is no license.txt in the repository
06:49<TrueBrain>planetmaker: is that something you can fix?
06:49<TrueBrain>( points to the file, but it is not there)
06:49<@planetmaker>docs/license.txt ;)
06:49<TrueBrain>even GitHub did not pick up on that ;)
06:49<TrueBrain>license files are best in the root directory
06:50<@planetmaker>yeah. Easy fix
06:50<TrueBrain>mind if I move it?
06:50<@planetmaker>not at all. be my guest
06:50<TrueBrain>it is seriously GPL2 or later? Is that allowed? :D
06:50<@planetmaker>why wouldn't it be allowed?
06:51<TrueBrain>thought you need to explicitly dual license it :)
06:51<TrueBrain>never looked into that
06:51<TrueBrain>assumption on my part :)
06:51<@planetmaker>which basically is what openttd has, too ;)
06:52<@planetmaker>(or has it v2 and no v2+ ?)
06:52<TrueBrain>OpenTTD is licensed under the GNU General Public License version 2.0. For
06:52<TrueBrain>the complete license text, see the file 'COPYING'. This license applies
06:52<TrueBrain>to all files in this distribution, except as noted below.
06:52<TrueBrain>OpenTTD is not dual-licensed
06:54<DorpsGek_II>[OpenTTD/nml] TrueBrain opened pull request #17: Move license file and update readme to be more markdowny
06:54<TrueBrain>my OCD hit too often looking at the :P
06:55<TrueBrain>'<filename>' was shown as '' :D
06:56<TrueBrain>pretty sure I missed things, but meh :)
06:56<@planetmaker>it needs testing whether the bundle still ships the license :P
06:56<TrueBrain>good point
06:57<DorpsGek_II>[OpenTTD/nml] TrueBrain updated pull request #17: Move license file and update readme to be more markdowny
06:58<@planetmaker>anyway... I'm lazy. I approve it. I build it. And will fix it, if it fails to ship it :P
06:58<DorpsGek_II>[OpenTTD/nml] planetmaker approved pull request #17: Move license file and update readme to be more markdowny
06:58<@planetmaker>But... commit message doesn't fit style :)
06:58<DorpsGek_II>[OpenTTD/nml] TrueBrain merged pull request #17: Move license file and update readme to be more markdowny
06:59<TrueBrain>.... NOOOOOO
06:59<TrueBrain>what part didn't?
06:59<@planetmaker>everything. Fix: ... or Change: ...
06:59<TrueBrain>they have that?
06:59<@planetmaker>it should follow the same as OpenTTD
06:59<@planetmaker>it's not enforced
07:00<TrueBrain>I did follow it?
07:00<TrueBrain>what are you on about? :D
07:00<DorpsGek_II>[OpenTTD/nml] TrueBrain opened pull request #18: Fix 014febc: wrong link to LICENSE file
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07:00<@planetmaker>I'm... again confused about PR title and commit messages
07:01<TrueBrain>sorry :P
07:01<@planetmaker>all fine :)
07:01<TrueBrain>but I did make a boo-boo :)
07:01<TrueBrain>now GitHub picked up on the license too, sweet
07:03<DorpsGek_II>[OpenTTD/nml] planetmaker merged pull request #18: Fix 014febc: wrong link to LICENSE file
07:03<@planetmaker>hm... did s/o trigger NML build on devzone?
07:03<@planetmaker>andythenorth, ?
07:04<TrueBrain>ah :D
07:04<TrueBrain>hmm, lunchtime I guess
07:04<@planetmaker>because... it just builds w/o me triggering it :D
07:04<@planetmaker>so some trigger seems to work
07:05<andythenorth>I didn't trigger
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07:05<andythenorth>frosch might have already made Jenkins trigger?
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07:05<@planetmaker>I just have to teach it to not show 'failed'. Because it didn't fail
07:06<Wolf01>Hello, from the new internet line \o/
07:06<@planetmaker>hi Wolf01 with new internet :D
07:07<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7194: Fix: Remove desert around lakes upon generation.
07:08<nielsm>there, that should show the intention of the patch :)
07:10<LordAro>nielsm: i seem to recall it being possible to reproduce in the scenario editor
07:10<LordAro>without river hacks
07:10<nielsm>LordAro, I think there was a previous bug already fixed where placing river tiles did not convert desert to tropical
07:11<nielsm>but otherwise I don't know of any regular way to trigger the river generator outside automatic terrain generation
07:12<andythenorth>so this prod. cb rewrite is quite extensive :)
07:12<andythenorth>I can't meaningfully review it
07:14<andythenorth>(lack of skill on my part)
07:15<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #7194: Fix: Remove desert around lakes upon generation.
07:16<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh merged pull request #7194: Fix: Remove desert around lakes upon generation.
07:18<LordAro>i cannot reproduce 7266
07:20<LordAro>i did manage to make the "small news window" shifted up above the toolbar though
07:20<nielsm>I can:
07:21<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7266: News font size is bugged if font size was changed for a multiple times
07:21<LordAro>not for me, with the default font
07:22<LordAro> did get this though
07:22<LordAro>also the toolbar is unusable at higher font size levels
07:28<DorpsGek_II>[OpenTTD/nml] planetmaker opened pull request #19: Fix: Build script failed on missing rpm
07:28<DorpsGek_II>[OpenTTD/nml] planetmaker merged pull request #19: Fix: Build script failed on missing rpm
07:36<DorpsGek_II>[OpenTTD/OpenTTD] Nik-mmzd commented on issue #7266: News font size is bugged if font size was changed for a multiple times
07:36<DorpsGek_II>[OpenTTD/nml] planetmaker opened pull request #20: Fix/Change: Publish readme and license also separately on the bundles…
07:36<DorpsGek_II>[OpenTTD/nml] planetmaker merged pull request #20: Fix/Change: Publish readme and license also separately on the bundles…
07:40<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7266: News font size is bugged if font size was changed for a multiple times
07:43<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #7266: News font size is bugged if font size was changed for a multiple times
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07:49<TrueBrain>I like spam
07:50<TrueBrain>shouldnt in the issue template also be which OS the user is using?
07:55<andythenorth>I've been thinking for a while about making reference.grf
07:55<andythenorth>'making' = 'not me alone' :P
07:56<TrueBrain>what is it referencing?
07:59<andythenorth>1. it contains cases for most of the common uses for each feature type
07:59<andythenorth>2. it acts as a regression test for nmlc changes
07:59<andythenorth>3. it provides reference cases for testing OpenTTD changes
07:59<TrueBrain>nml repo has tons of files in regression folder already?
08:00<@planetmaker>yes, a few. But the regression coverage still is quite poor
08:00<andythenorth>they're not maintained
08:00<andythenorth>that's fixable :P
08:00<andythenorth>but none of them produce a grf that can be used to test an OpenTTD PR
08:00<@planetmaker>well... 'not maintained'... yes. Basically they're for "as long as the regression tests don't fail, they're valid and ok"
08:01<@planetmaker>but... new stuff needs new tests :)
08:01<andythenorth>the biggest PITA seems to be extending newgrf spec, or changing things which affect existing newgrf spec
08:01<andythenorth>$someone has to make a grf
08:01<@planetmaker>some were made small on purpose, not producing a complete grf, not meant for OpenTTD testing
08:02<andythenorth>currently for OpenTTD PRs, $someone has to make a test grf
08:02<@planetmaker>(just explaining their history, not contradicting you :) )
08:02<andythenorth>which is usually a hack of something like FIRS or USSR set
08:02<@planetmaker>And I know you know :P
08:02<andythenorth>to make that, $someone usually has to have a patch of nml
08:02<andythenorth>against a spec which is a moving target
08:03<andythenorth>or use grfcodec, which 'just works' but causes the nml part to be neglected
08:03<andythenorth>it's totally unappealing, and makes newgrf spec stuff like pulling teeth
08:03<@planetmaker>next step here would probably also to build NML PRs
08:03<@planetmaker>like OpenTTD PRs
08:04<andythenorth>for 6867, I have a fork of nml, which is using a remote of peter1138's rebase
08:04<TrueBrain>Tetris 99 is WEIRD :P
08:05<andythenorth>I then build a branch of FIRS, which is slightly broken because the makefile isn't ported for git yet
08:05<andythenorth>I'm using docs from the OpenTTD PR, which may or may not be accurate for the final spec
08:05<@planetmaker>rebase of NRT?
08:05<@planetmaker>ah, no, cargoes
08:05<andythenorth>rebase of
08:06<andythenorth>we didn't discover until today that those patches break all existing grfs using prod cb
08:06<andythenorth>because there's no CI and no reference grf
08:06<andythenorth>this is all just standard crap, I know
08:07<andythenorth>I'm just trying to figure out the fix
08:07<@planetmaker>*ouch (probably is the English translation :D)
08:07<andythenorth>figures :)
08:07<andythenorth>then at the end of all this, me or $someone has to go and edit docs in a wiki
08:08<@planetmaker>so... nml wiki inside git repo?
08:08<andythenorth>we can't prep the docs as the spec, alongside the PR
08:08<andythenorth>which is dumb
08:08<@planetmaker>and newgrf wiki also inside git repo?
08:08<andythenorth>something like thaat
08:08<@planetmaker>but... newgrf wiki is edited by way more people than know how to use git
08:08<andythenorth>there are _lots_ of successful nml authors in forums, I am considering trying to recruit them to make reference cases
08:08<andythenorth>but I don't know if my plan has any support or is coherent even
08:09<andythenorth>newgrf is the most important content API imho, and developing for it is a bag of spanners
08:09<@planetmaker>the API has serious history issues
08:09<@planetmaker>and is... baroque at best
08:10<@planetmaker>which is the main cause for all the bag of spanners
08:10<TrueBrain>so integrate Squirrel with NewGRF you say? :P
08:10<@planetmaker>factorio is less history - obcessed ;)
08:11<@planetmaker>sounds insane. Might be less than it sounds. But that's a 2.0 project, if any at all
08:11<@planetmaker>in essence newgrfs could be part of a game script
08:11<@planetmaker>it's the same vector: global changes
08:12<andythenorth>it would be a substantial decision to switch API :)
08:12<andythenorth>and it would still have infrastructure issues, like docs, and test cases
08:12<andythenorth>even in a new shiny formaat
08:13<TrueBrain>if done properly, old format should "just work"
08:13<TrueBrain>but I never understood NewGRF, so easy for me to say :D
08:13<andythenorth>newgrf is simples
08:14<andythenorth>just put digits 0-F in order until you get a lot of trains
08:14<TrueBrain>I am guessing that the main difference between GS API and NewGRF is that the latter is called, and the first does the calling
08:14<TrueBrain>but .. guessing :D
08:15*andythenorth bisects to find where nml is broken
08:15<@peter1138>Typical, I go out on a bike ride and I come back to a lot of chat.
08:16<andythenorth>yeah this commit breaks existing grfs
08:17<andythenorth>nielsm: my naive assumption is that it's simply using the wrong cb version, so parsing wrong
08:17<andythenorth>but I don't know how to prove that, or try to fix it
08:17<nielsm>parsing comes before picking cb version
08:17<nielsm>it's probably the syntax declaration that's wrong
08:18<@planetmaker>traditionally NML does not support multiple ways to do one thing. It just supportes the newest way to do stuff
08:18<nielsm>planetmaker: mainly the thing here is to keep supporting the old syntax I suppose
08:18<nielsm>so you don't have to rewrite large chunks to use the new version of nmlc
08:20<@peter1138>nielsm, #7080 introduces a shed load of new code for something very minor.
08:20<@planetmaker>I'd keep the old branch with the old version. And new versions require adoption of syntax... bad luck.
08:20<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7080: Change: Cache stations and links for whole map for linkgraph GUI to eliminate delay when scrolling or zooming
08:20<@planetmaker>providing bug-fix versions to support old syntax can be done for a time. We did so with nml 0.2 vs. nml 0.3+
08:21<@planetmaker> <-- required also rewrite
08:21<@peter1138>non-rect-catchment for 1.9?
08:21*peter1138 ponders making a patch pack out of un-merged PRs :p
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08:22<drac_boy>weekend hi to anyone here ;)
08:22<nielsm>peter1138 I'd be fine with it
08:22<@planetmaker>openttd-pr-pack ;)
08:24<TrueBrain>the more you keep adding to 1.9, the more risk you take; balance that :)
08:24<TrueBrain>(the issue of the ever-moving release moment, as new stuff being added that really needs some more testing :D)
08:25<drac_boy>truebrain maybe separate it between 1.9 and 1.9-bleeding? just suggesting randomly ;)
08:26<TrueBrain>isn't bleeding called 'master'? :)
08:28<DorpsGek_II>[OpenTTD/OpenTTD] PeterN approved pull request #7178: Add AI and GS to framerate window
08:29<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh merged pull request #7178: Add AI and GS to framerate window
08:29<@peter1138>Shower time!
08:30<drac_boy>truebrain so beside thinking as usual what else're you doing atm?
08:30<TrueBrain>"thinking as usual" .. not sure that is an insult or not :D
08:30<TrueBrain>and currently I am mostly enjoying the sun; what is the real question here? :)
08:31<Eddi|zuHause>the correct reply should have been "same thing we're doing every night, pinky"
08:31<TrueBrain>Eddi|zuHause: meh; made that joke so many times :P
08:31<TrueBrain>but you are right :)
08:31<andythenorth>stop adding to 1.9, start adding to 1.10 :P
08:31<TrueBrain>branch 1.9 already, yes :P
08:32<Eddi|zuHause>branch 1.9, then rename to 2.10 :p
08:32<TrueBrain>okay, I made the mistake of opening the NewGRF spec .. I totally forgot it was build to work with TTDPatch :D
08:36<drac_boy>truebrain well I mean a brain if its not thinking then what else is it doing? :)
08:36<TrueBrain>being true, of course
08:38*drac_boy is just trying to find photos of 3-axle wagons as to answer my question but otherwise just simply has a list of loco to sift editing through
08:38<drac_boy>thats about it for my morning atm
08:39<TrueBrain>I love how the documentation in our newgrf code is out of sync with the real code following :D
08:40<TrueBrain>(the pitfall of documentation in code and somewhere else .. something will get out of sync :P)
08:41<TrueBrain>is TTDp dead btw? (honest question)
08:41<drac_boy>to me its 'old stable' truebrain
08:42<TrueBrain>andythenorth: how come?
08:42<drac_boy>theres still one major feature I would had liked but meh programming isn't really my thing so I'm just going leave it as a distant wish for now
08:42<TrueBrain>last release: 2007
08:43<TrueBrain>meh; the moment you remember you are getting old ..
08:43<drac_boy>2007? which one are you looking at as its dated well past 2007 here
08:43<drac_boy>just asking
08:44<drac_boy>truebrain its 2013 .. I guess someone broke the links perhaps
08:45<andythenorth>TrueBrain: define dead?
08:45<TrueBrain>you are not giving any sources either, so .. I am still not the wiser :)
08:45<TrueBrain>andythenorth: fair question; active development of any sorts in the last 5 years
08:45<drac_boy>truebrain well I dunno who broke the links .. you'll have to ask them
08:45<TrueBrain>yeah .. this is not helping :)
08:46<LordAro>wasn't ottd hosting the svn repo last i checked?
08:46<LordAro>that had had *some* updates in the last... 5 years?
08:46<andythenorth>afaik there are dedicated players
08:46<andythenorth>I have no recent evidence though
08:46<andythenorth>generally it's thought to be superior to ottd
08:47<TrueBrain>LordAro: we once build the binaries for TTDp, but that was long long ago
08:47<TrueBrain>cannot remember we ever hosted code :P
08:47<LordAro>perhaps that's what i'm thinking of
08:47<drac_boy>andy but if you were to include the jgr patch into the stable release it would be nearly 100% equal tho (minus dos networking support)
08:47<drac_boy>otherwise ottd as it is now does indeed have several noticable features still missing
08:48<andythenorth>like I said, ttdp is considered superior
08:48<TrueBrain>tnx andythenorth, that is a useful link :)
08:48<andythenorth>and jgr is considered superior to ottd
08:48<andythenorth>it's interesting how single-person projects can deliver so much more than a group collaborative effort
08:48<TrueBrain>how do you define "superior" in this scenario?
08:48<LordAro>considered superior by whom?
08:48<andythenorth>do you read forums?
08:48<andythenorth>or even what drac_boy said above ^^ ?
08:49<andythenorth>JGRPP won some time ago
08:49<TrueBrain>player-base, feature-set, ... ?
08:49<TrueBrain>winning things without context is like not wining at all :D
08:49<drac_boy>btw truebrain I rechecked my patch folder and its dated from october 07, 2013 .. author still is by in the source comment so .. again .. who broke the wiki links anyway?
08:49<TrueBrain>(I am honestly curious; not judging)
08:49<nielsm>drac_boy, will a danish 1916 passenger car do?
08:50<andythenorth>it's the preferred choice of important soical social influencers on forums
08:50<andythenorth>social *
08:50<TrueBrain>ah :)
08:50<@peter1138>Yes, everyone uses JGR.
08:50<TrueBrain>"everyone" :D
08:50<andythenorth>it's unusable, but eh
08:50<@peter1138>Development is faster, he doesn't have to care about breaking master.
08:50<TrueBrain>"the latest version is not working" :P
08:50<andythenorth>the point is though that it won
08:50<@peter1138>So there's no PRs, there's no real releases, just builds.
08:50<TrueBrain>won what? :P
08:50<andythenorth>I remember when ottd won
08:50<andythenorth>and ttdp was dead
08:51<drac_boy>nielsm nice .. btw a little more context just so you know tho, yesterday I had asked if the only 3-axle freight wagons were uk milk cars or were there any other non-passenger examples anywhere too?
08:51<@peter1138>The thing is, people either play our official release, or they play JGR
08:51<andythenorth>drac_boy: see rule 1
08:51<LordAro>imo we should work to "fix" JGRPP being "superior"
08:51<@peter1138>They don't play our nightlies because if they have to go to the bother to downloading something else, they just get JGR's instead.
08:51<nielsm>drac_boy, I haven't been able to find any 3 axle freight cars from a quick browse
08:51<@peter1138>LordAro, yeah but we can't do that until 1.9 is out.
08:51<TrueBrain>LordAro: it is not always important to be "superior". You want to be healthy
08:52<andythenorth>LordAro: I dunno
08:52<LordAro>TrueBrain: hence the liberal use of ""
08:52<TrueBrain>it is okay if patchpacks superseed you in features, functionality, etc
08:52<andythenorth>on the one hand, no
08:52<TrueBrain>you just want to cherrypick the good things :D
08:52<andythenorth>on the other, eventually the new competitor always wins
08:52<drac_boy>nielsm yeah thats what I was starting to suspect this morning .. still looking through more photos before I decide for real :)
08:52<andythenorth>like when git beat hg
08:52<drac_boy>nielsm nice site btw .. going use it for misc photo references for other things tho
08:52<andythenorth>or C beat lisp
08:52<andythenorth>or like when Drupal killed Python
08:52<andythenorth>oh...wait :P
08:52<TrueBrain>"adjust or die" :P
08:53<andythenorth>or Windows killed Mac
08:53<TrueBrain>and Wildstar was the WoW killer
08:53<andythenorth>or Windows NT killed Unix
08:53<andythenorth>yeah, the analogy fails to scale
08:53*andythenorth was just trolling
08:53<andythenorth>JGRPP is fine, it has bus factor 1, forum players love it, and it fits our goals
08:53<TrueBrain>personally, I like it that JGRPP is popular; it is good to know people still want more from OpenTTD :)
08:54<TrueBrain>but ... I play most games with mods, given the chance :D
08:54<andythenorth>I wanted to edit this sometime
08:54<TrueBrain>Minecraft .. Factorio .. I never play them vanilla :P
08:54<drac_boy>truebrain yeah .. I still haven't tried it but I guess the reason I like the jgr patch (and keep checking that particular forum thread daily) is that it would let me open my gamesaves without a lot of things breaking
08:54<andythenorth>to include providing a stable platform for PP
08:54<drac_boy>anyway to our own nitpicks tho :)
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08:55<andythenorth>drac_boy: are you sure you have that the right way round?
08:55<TrueBrain>andythenorth: that is a good idea
08:55<drac_boy>andy .. I pretty much do
08:55<andythenorth>a fast-moving PP with regular failures?
08:55<TrueBrain>it is how I rewrote this whole CI/CD stuff too .. to make patchpacks a lot easier
08:55<andythenorth>your savegames break more often in regular OpenTTD?
08:55<andythenorth>what breaks in them?
08:56<drac_boy>andy .. why does ottd refuse to understand the metalcargo-only signal at my busy rail station? etca
08:56<andythenorth>given that one of the boat anchors on OpenTTD is the savegame promise
08:56<andythenorth>yes, but what breaks in your savegames?
08:56<andythenorth>OpenTTD spends disproportionate effort on maintaining functioning savegames
08:56<drac_boy>signal routing .. train spec .. pretty much a lot of things that ottd just doesn't even have for some reason
08:57<TrueBrain>you cannot load a JGR savegame into it andythenorth :P
08:57<andythenorth>I don't understand
08:57<andythenorth>maybe I should have coffee
08:57<TrueBrain>get me some too plz
08:57<LordAro>drac_boy: that's not "breaking savegames" that's "game doesn't load savegames from a different game"
08:57<andythenorth>oh that's what he said
08:57<andythenorth>I re-read
08:58<andythenorth>OpenTTD can't open saves from patchpacks
08:58<drac_boy>lordaro its the same game silly .. jgr could had loaded it without breaking things
08:58<LordAro>or perhaps "i would like to continue using my existing JGRPP savegames"
08:58<andythenorth>yes he wants to load unsupported features into OpenTTD afaict
08:58<andythenorth>and have them work
08:58<andythenorth>make a ticket for that?
08:58<TrueBrain>right, CMake .. what did I try to do there .. ah ... right .. I created a parser for the sources.list ... I can be such a silly
08:58<LordAro>from the perspective of savegames, they might as well be completely separate games
08:58<drac_boy>andy the only ticket is to roll jgr into a stable version :)
08:59<LordAro>even if every feature in JGRPP was merged into the mainline, the games would still not be compatible
08:59<andythenorth>nor would it be stable
08:59<drac_boy>nielsm on a side note I'm still trying to figure out how to nicely slot the 3-axle coaches inbetween the 2-axle and 2-truck ones .. I think it probably has a hybrid capacity/speed inbetween both most likely
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09:00<andythenorth>drac_boy: re: 3 axles, this is rule 1
09:00<drac_boy>lordaro so why is it that if I remove the station junctions and other non-jgr items .. the map loads without issue?
09:01<nielsm>drac_boy, I think 3 axle is cheaper to build than bogey type cars, while having larger load capacity than 2 axle cars, but also limiting comfort and ability to take sharp curves
09:01<@peter1138>JGRPP has a modified saveload system that can handle way more than what we can do.
09:02<Eddi|zuHause><andythenorth> it's interesting how single-person projects can deliver so much more than a group collaborative effort <-- that's a slippery slope and culminates in people wanting a "strong leader" instead of this stupid "democracy" that is obviously not working.
09:02<@peter1138>Unfortunately that same saveload system makes it hard to cherry pick bits, unless we also took that system.
09:02<andythenorth>Eddi|zuHause: welcome to my day job :P
09:02<drac_boy>nielsm yeah seem we have same thoughts
09:03<Eddi|zuHause>andythenorth: do i at least get paid on your day job? :p
09:03<TrueBrain>the moment you see your own cmake code, and realise that if you didnt do cmake for 3 months, you forgot most of it
09:04<Eddi|zuHause>TrueBrain: i occasionally come about bits of code i wrote and think "wait, i knew how to do this once?"
09:04<TrueBrain>yeah ... but in 3 months time?
09:04<Eddi|zuHause>3 months is a bit short for that, maybe :p
09:04<drac_boy>nielsm on a similar topic I've been thinking to add extra-long 2-axle good vans .. with certain cargo limit .. they're good at being able to go up to a quite fast speed even almost compatable to trucked vans too
09:05<TrueBrain>(okay, in all fairness, the last 3 months I have been doing a completely different job that filled by brain, but still)
09:05<LordAro>TrueBrain: few more bits here
09:05<drac_boy>even if not many railways did actually use them (danish and german for two)
09:05<@peter1138>TrueBrain, that's like YAPF
09:05<TrueBrain>LordAro: cool, let me use that :D
09:06<nielsm>bbl, going for a walk
09:06<TrueBrain>LordAro: my idea was to remove endian testing, I believe, as cmake has a variable for that :D
09:06<drac_boy>ok have a good one
09:06<TrueBrain>nielsm: enjoy
09:06<LordAro>TrueBrain: i believe i already did that
09:06<TrueBrain>owh, that is TestBigEndian
09:06<TrueBrain>sorry :D Thought it was a ready variable
09:07<andythenorth>drac_boy: how much grf have you coded, and how much is a paper plan? :)
09:07<LordAro>Eddi|zuHause: is there a good way to transport salvage that doesn't have attach points?
09:07<drac_boy>optional question - does anyone here ever care for using non-revenue wagons in their trains? water gin, tools van, non-baggage brake van, etca
09:07<drac_boy>andy heh well lets see...
09:07<Eddi|zuHause>LordAro: been wondering about that as well :p
09:07<andythenorth>always have cabeese
09:08<andythenorth>drac_boy: most grfs don't provide them, so asking people if they like a non-question ;)
09:08<Eddi|zuHause>LordAro: but have been brushing that concern aside as i have no means to process it anyway yet
09:08<andythenorth>rule 1 applies again
09:08<TrueBrain>LordAro: yet-another-findversion-sh? :D
09:09<drac_boy>coded - editted a few grfs for myself .. coded one small grf just all for myself before (learned how to do grfid/etc kind of thing for myself) but long deleted that .. and as for the paper plan umm well I guess I'll have to get back to you in early march when I've cleanred up a lot of details tho ;)
09:09<LordAro>TrueBrain: :)
09:09<TrueBrain> is used by external tooling too
09:09<TrueBrain>not sure that removing it is the best thing atm
09:09<@peter1138>drac_boy, when I used to play with newgrfs, yeah...
09:09<LordAro>my changes predate the git related changes anyway
09:09<@peter1138>Maybe I should do that again.
09:10<@peter1138>But I miss the glory days of UKRS 2, when running sounds were a thing.
09:10<@peter1138>I really love running sounds.
09:10<TrueBrain>yeah .. going to remove that commit for now; that is giving a conflict :D
09:10<Eddi|zuHause>TF has running sounds :)
09:11<TrueBrain>I seem to have tested this cmake stuff with MSVC .. no clue how ..
09:11<drac_boy>ukrs2 mm .. I've played with that a little bit (ukrs1 more) .. not really my sort of trains but I'm not going to complain about seeing it on other players' maps tho :)
09:11<andythenorth>peter1138: Horse sounds? o_O
09:11<drac_boy>strangely the EM1 was more than often my favorite loco
09:11<@peter1138>That too.
09:11<andythenorth>so err....what sounds?
09:12*andythenorth considers it
09:12<Eddi|zuHause># what does the horse say?
09:12<andythenorth>oof no, it will make compile times even worse
09:12<andythenorth>Horse is barely possible to develop on already
09:12<andythenorth>I might have to remove features soon
09:12<Eddi|zuHause>you need partial compiles
09:12<andythenorth>there are a lot of varaction2s doing quite silly features
09:13<andythenorth>I should delete them
09:13<andythenorth>also the cargo sprites on wagons
09:13<andythenorth>nmlc is basically unworkable
09:13<Eddi|zuHause>replacing one silly feature by another doesn't sound like the right thing to do
09:13<andythenorth>so you prefer cargo sprites to running sounds? o_O
09:13<drac_boy>have fun getting Iron Horse into the next progress andy ;)
09:14<TrueBrain>LordAro: Unknown CMake command "add_compile_definitions".
09:14<TrueBrain>any idea?
09:14<Eddi|zuHause>andythenorth: if that is honestly your question, i think yes, i'd prioritize proper cargo sprites over running sounds :p
09:14<TrueBrain>CMake 3.12+
09:15<TrueBrain>Debian Stretch is 3.7
09:17<drac_boy>huh that jernbanen site is quite big .. I'm going to spend a long time browsing through it ... fun
09:19<LordAro>TrueBrain: that's a shame
09:19<TrueBrain>LordAro: yup
09:19<LordAro>is what i get for developing on arch though :p
09:19<LordAro>i think set(CFLAGS ...) is approximately equivalent?
09:19<TrueBrain>okay, this is funny .. I have a space in my path
09:19<andythenorth>let's try deleting cargo support
09:20<TrueBrain>now it changes some files to a\\ b, instead of a\ b
09:20<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7266: News font size is bugged if font size was changed for a multiple times
09:20<TrueBrain>LordAro: add_definition(-D..)
09:21<drac_boy>huh that almost looks like the american Forney's .. that is 2 trucks but only one is powered
09:21<andythenorth>yeah cargo support needs to die in Horse
09:22<@peter1138>Don't be silly.
09:24<TrueBrain>NO_NETWORK is broken again :(
09:24<TrueBrain>toolbar_gui.cpp, line 165
09:24<andythenorth>with cargos 1m3.515s, without cargos 0m29.445s
09:25<andythenorth>it's pretty conclusive
09:25<DorpsGek_II>[OpenTTD/OpenTTD] gregcarlin commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
09:26<andythenorth>or I switch back to nfo
09:26<andythenorth>grfcodec takes 0m2.758s
09:26<andythenorth>that's pretty conclusively damning of nmlc
09:26<andythenorth>nmlc would be about twice as slow as this, except frosch put a cache in, and I do some stupid MP stuff in the compile
09:27<drac_boy>I know the game engine doesn't even factor this but any of you know if trailer-style talgo wagons were ever made to "only run fast in one direction" or thats just a silly question? (I don't mean the one where the axle sits inbetween each cars but rather the one where its one axle per car "hitched non-axleend into next car"
09:28<andythenorth>what's m4 like?
09:28<andythenorth>I could switch to m4nfo
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09:29<andythenorth>I don't really want to depend on support from an author who does all but call me out by name in his docs
09:30<andythenorth>"In addition, m4nfo natively includes a powerful macro processor suitable for private customizing or templating applications (indeed, m4nfo is written in M4, a very efficient macro processor itself), so there's no need for any external tools, like CPP for macro usage or artificially crafted extra Python layers, resulting in bloated installations."
09:30<andythenorth>not sure I want to join that club
09:30<andythenorth>but nmlc sucks
09:30<drac_boy>oh I found an example for my axle question anyway :)
09:31<@peter1138>andythenorth, why does build time matter?
09:33<andythenorth>because I build constantly
09:33<andythenorth>I will sometimes build 30 times in an hour
09:33<andythenorth>I can't build more than that because there are only 60mins in 1 hour :P
09:33<@peter1138>And that's why you never get anything done...
09:33<@peter1138>Why do you rebuild so often?
09:35<andythenorth>it's the only way to see changes
09:35<andythenorth>there's no equivalent of browser developer tools
09:35<TrueBrain>LordAro: I get why you ported it to CMake, the
09:37<LordAro>TrueBrain: i'm glad someone does :p
09:37<TrueBrain>it makes it Linux + Windows compatible :P
09:37<TrueBrain>calling is Linux only
09:37<TrueBrain>so ... Windows is a lot harder this way
09:38*drac_boy deletes 12 wagon lines and just stares at table
09:39<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7267: Fix #7003: Freetype fonts were scaled by both GUI and Font zoom levels.
09:40<drac_boy>hmm was going try code a test grf tomorrow but even then still - any of you know if you only can refit pass/mail or could you for example refit to pass/grain or any non-express cargos to latter slot in a dual-cargo vehicle?
09:41<supermop_Home_>it's perplexingly annoying to make a plywood material in vray
09:41<@peter1138>drac_boy, pass/mail only. Dual-cargo is _only_ aircraft.
09:42<supermop_Home_>but so close to having an easy way possible
09:42<@peter1138>(It's the plane's shadow that holds the mail...)
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09:43<@peter1138>Damn, this font is weird-ass
09:44<@peter1138>lower-case a is taller than other characters :/
09:47<@peter1138>So when it 1.9 going to be branched?
09:47<TrueBrain>LordAro: guess 'rev.cpp' should be created in the build folder with cmake, not?
09:47<TrueBrain>(instead of in src/rev.cpp)
09:47<LordAro>TrueBrain: probably, yeah
09:48<TrueBrain>it even links :o
09:48<TrueBrain>holy crap
09:48<TrueBrain>and runs :o
09:48<TrueBrain>now for Windows ..
09:48<drac_boy>hmm ok guess I'll try one of the other thought I had and make an 'empty' articulated train .. and hopefully that'll get me the refit menu I was looking for
09:48*drac_boy goes to look at something else for now
09:49<LordAro>TrueBrain: that was the point i got to, iirc
09:49<@peter1138>drac_boy, articulated rail vehicles are two parts, either part can take any type of cargo you like.
09:49<LordAro>various optional dependencies missing, of course
09:49<TrueBrain>LordAro: yeah, I only had to 'fix'
09:49<TrueBrain>and some specific issues with my setup
09:49<@peter1138>drac_boy, but dual-cargo, with the special weird refit case, is only aircraft.
09:50<drac_boy>yeah thats what I had somewhat suspected but couldn't be 100% certain .. till now
09:50<TrueBrain>LordAro: ah, includes fail if it is not in src/rev.cpp :)
09:50<drac_boy>ty still
09:51<drac_boy>anyway have fun with ottd fonts etc .. I'm off for a while here
09:51<LordAro>TrueBrain: hmm. ideally a cmake build should not modify the source folders
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09:52<TrueBrain>LordAro: I agree
09:52<TrueBrain>LordAro: why did you set the generated property on rev.cpp? (curious what that does)
09:54<LordAro>because it's generated :p
09:54<LordAro>i'm not entirely clear what it does either
09:54<TrueBrain>meh; was hoping you knew :)
09:58<@peter1138>Hmm, looking at #7051. Seeing a depot sign is a bit weird :-)
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10:03<TrueBrain>I have Visual Studio Community 2017 ... and it is telling me my trial is over
10:03<TrueBrain>wasn't it free? :s
10:03<TrueBrain>you have to sign in .. lol
10:03<@peter1138>Sign in and it gets renewed.
10:04<nielsm>community is weird :P
10:04<TrueBrain>There is a problem with your Microsoft account. To fix this, sign in to from a browser.
10:04<TrueBrain>this is going just great :D
10:05<TrueBrain>Your account has been temporarily suspended
10:05<nielsm>what have you done!
10:06<TrueBrain>the account I use for Azure Pipelines
10:06<TrueBrain>I tried to login with that ..
10:06<TrueBrain>now it wants my phone number
10:06<@peter1138>Urgh, I can't stop eating :/
10:06<TrueBrain>what a stupid shit is this ...
10:06<TrueBrain>it is just harvesting data
10:06<TrueBrain>nothing else
10:07<@peter1138>Welcome to the modern age :(
10:07<TrueBrain>yeah ... it just needed ANY phone number
10:08<TrueBrain>wasn't even linked to the account or anything
10:08<TrueBrain>just any would work
10:08<TrueBrain>this is so weird
10:08<TrueBrain>had to double check a few times I was really visiting Microsoft, as that feels like a scam ..
10:09<TrueBrain>especially as you are bounced over several domains
10:10<@peter1138>Hmm, do AI scripts check how many ops they have remaining? Or would that just waste ops?
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10:20<TrueBrain>LordAro: fun fact, your NOT OPTION_WIN32 didn't work :P
10:20<TrueBrain>can be another CMake 3.12+ thingy :D
10:25<@peter1138>Ok, well, seeing as we can't add new features until 1.9 is branched, I think I will go play Vivecraft for a bit.
10:25<DorpsGek_II>[OpenTTD/OpenTTD] Nik-mmzd commented on issue #7266: News font size is bugged if font size was changed for a multiple times
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10:27<TrueBrain>MSVC is a bit weird
10:27<TrueBrain>with the cmake support
10:27<TrueBrain>not sure what to think of it tbh :)
10:28<TrueBrain>but okay .. slowly it is getting somewhere
10:28<TrueBrain> error C2429: attribute 'fallthrough' requires compiler flag '/std:c++17'
10:28<LordAro>llvm make it work, so...
10:28<TrueBrain>what I was hoping, that CMake and MSVC were good friends, so we can drop the 'projects' folder
10:28<TrueBrain>and have one single way of doing it for all platforms
10:28<TrueBrain>but so far I am not the biggest fan
10:28<LordAro>it should be doable, for sure
10:30<milek7>eh, steam-runtime enviornment uses gcc 4.8
10:31<TrueBrain>okay, MSVC is running ... :D
10:31<LordAro>steam runtime environment is basically just a copy of Ubuntu 12.04 system libraries, last time i checked
10:31<TrueBrain>hmmm .. -D ofc doesn't work
10:31<milek7>but it's 2019 now :(
10:31<TrueBrain>and is not translated
10:32<LordAro>milek7: yup.
10:32<TrueBrain>cmake and MSVC are not bestest of friends
10:32<TrueBrain>error C3861: 'SAFEGUARD_DO_NOT_USE_THIS_METHOD': identifier not found
10:34<TrueBrain>so ... why is it using that?
10:34<LordAro>missing define for an include guard, perhaps?
10:39<TrueBrain>okay, first I found out that the endian stuff was not working :D
10:39<TrueBrain>lets fiddle with that first ..
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10:41<TrueBrain>okay, funny, things like -D do work via cmake .. not what I expected, but enfin :)
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10:42<TrueBrain>LordAro: I really do not understand the SAFEGUARD error. It happens on _tcsncpy()
10:43<LordAro>how odd
10:43<LordAro>i don't know about MSVC though, perhaps nielsm knows more?
10:44<@peter1138>Hmm, why is CmdCustomNewsItem() in news_*gui*.cpp :/
10:46<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7267: Fix #7003: Freetype fonts were scaled by both GUI and Font zoom levels.
10:47<TrueBrain>if I disable those lines, I also get:
10:47<TrueBrain>unresolved external symbol main referenced in function "int __cdecl __scrt_common_main_seh(void)" (?__scrt_common_main_seh@@YAHXZ)
10:47<nielsm>what are we talking about? :)
10:47<TrueBrain>CMake MSVC compile of OpenTTD :)
10:47<TrueBrain>it is giving me errors I cannot process
10:48<TrueBrain>one of them the above SAFEGUARD_DO_NOT_USE bla
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10:48<TrueBrain>is one of them
10:48<nielsm>that's supposed to be defined by safeguard.h
10:48<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7267: Fix #7003: Freetype fonts were scaled by both GUI and Font zoom levels.
10:49<TrueBrain>yes .. from what I can see, it is defined there, and that is the reason I get this error?
10:51<nielsm>what does __tcsncat expand to, strncat or wcsncat?
10:51<nielsm>(or, is UNICODE defined?)
10:51<@peter1138>I should resign.
10:52<TrueBrain>how do I see that?
10:52<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7267: Fix #7003: Freetype fonts were scaled by both GUI and Font zoom levels.
10:53<TrueBrain>no clue if UNICODE is defined .. possibly that is completely missing :)
10:53<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7267: Fix #7003: Freetype fonts were scaled by both GUI and Font zoom levels.
10:53<TrueBrain>okay, this CMake integration needs work .. let me update first .. (cannot even clean the solution :D)
10:55<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7267: Fix #7003: Freetype fonts were scaled by both GUI and Font zoom levels.
10:58*andythenorth was cutting ivy with bare hands
10:58<andythenorth>now has itchy hands
10:59<Samu>if industries can produce 15 cargos
11:00<Samu>the industry directory will look really bad
11:00<TrueBrain>okay, unrelated to above, but strgen is weird
11:00<TrueBrain>it doesn't look in the folder given with -s for the file you give it
11:01<nielsm>Samu yes, let's solve that issue when an industry set that actually uses this exists! :D
11:01<nielsm>and some GUI mockups of ideas how to better present it would be a good idea too
11:04<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7267: Fix #7003: Freetype fonts were scaled by both GUI and Font zoom levels.
11:06<@peter1138>Smallmap looks bad with lots of industry/cargo types.
11:06<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7267: Fix #7003: Freetype fonts were scaled by both GUI and Font zoom levels.
11:07<TrueBrain>okay, it is strgen that is stupid, not so much CMake acting up
11:07<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7267: Fix #7003: Freetype fonts were scaled by both GUI and Font zoom levels.
11:08<TrueBrain>only for Mingw it replaced / with \\
11:09<TrueBrain>there we go ...
11:10<@peter1138>andythenorth, sub-variants?
11:11<andythenorth>imagine the compile time :P
11:11<@peter1138>I'm thinking I can steal code from the groups window to do the, er, grouping.
11:11<TrueBrain>hmm .. "/subsystem:console"
11:11<TrueBrain>stupid CMake :P
11:11<@peter1138>And that supports sub-groups, heh.
11:12<@peter1138>I played Vivecraft for about 10 minutes. Minecraft isn't very good in VR.
11:12<TrueBrain>nielsm: the define UNICODE is not set
11:12<@peter1138>It's neat being able to see everything in its real size, but, meh...
11:13<TrueBrain>nielsm: MSVC refuses to tell me what it would do with the _tcsncat
11:13<TrueBrain>(tells me it cannot resolve it)
11:14<nielsm>how it looks in my 2019 version: :/
11:14<andythenorth>peter1138: do it for 1.9? o_O
11:14<nielsm>and that definition is in tchar.h
11:14<@peter1138>andythenorth, I think TrueBrain has banned new features ;)
11:14<andythenorth>how sensible
11:14<@peter1138>(I know that's not what he said)
11:15<nielsm>otoh, that code block _tcsncat appears in is only relevant for ancient versions of windows, which we don't even know if can be made work with the C++11 changes
11:15<TrueBrain>hmm .. I think this has to do with how CMake integrates ..
11:15<nielsm>(I think?)
11:16<TrueBrain>I have another at line 495
11:16<TrueBrain>that are the only two in the whole repo
11:16<@peter1138>Ahhh, how obvious, "tig" uses insert/delete keys to scroll text up & down by a line.
11:17<TrueBrain>C:\PROGRA~2\MICROS~1\2017\COMMUN~1\VC\Tools\MSVC\1416~1.270\bin\HostX86\x86\cl.exe /nologo /TP -DTTD_ENDIAN=TTD_LITTLE_ENDIAN -I"C:\Users\Mine\OpenTTD Projects\repositories\OpenTTD\src" -I"C:\Users\Mine\OpenTTD Projects\repositories\OpenTTD\src\3rdparty\squirrel\include" -Igenerated /DWIN32 /D_WINDOWS /W3 /GR /EHsc /MDd /Zi /Ob0 /Od /RTC1 -std:c
11:17<TrueBrain>++17 /showIncludes /FoCMakeFiles\openttd.dir\src\os\windows\win32.cpp.obj /FdCMakeFiles\openttd.dir\ /FS -c "C:\Users\Mine\OpenTTD Projects\repositories\OpenTTD\src\os\windows\win32.cpp"
11:17<TrueBrain>guess it is missing a flag or something
11:22<TrueBrain>okay, fixed the other issues; it now runs on Windows via MSVC :D
11:33<andythenorth>I have failed entirely at 16 cargo nml :P
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11:37<nielsm>peter1138: fyi that patch did _not_ fix #7266 :)
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11:39<TrueBrain>is there any real reason we #ifdef complete files while they are also excluded from building if not used?
11:39<TrueBrain>(for example, allegro)
11:39<nielsm>TrueBrain: silly imo
11:39<TrueBrain>maybe MSVC quirk?
11:39<TrueBrain>but even there we exclude files, not?
11:39<nielsm>they aren't even included in the project file there
11:40<TrueBrain>another one ..
11:40<TrueBrain>I think I can just safely remove it, not?
11:40<nielsm>it only uses the platform sdk now which you're going to have regardless
11:40<nielsm>and if you don't want dmusic then exclude dmusic.cpp from the build
11:41<TrueBrain>what I was thinking too
11:41<TrueBrain>some are a bit more annoying, like UNISCRIBE
11:41<TrueBrain>other pieces needs to know about that
11:41<TrueBrain>not ideal, but what-ever
11:42<nielsm>actually, some of the sound/music drivers that are not allegro test for allegro and fail if allegro is compiled in
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11:42<TrueBrain>WITH_ALLEGRO is only used in crashlog.cpp, grep tells me?
11:42<TrueBrain>or is it a runtime check?
11:42<nielsm>it might be runtime
11:43<TrueBrain>ah, k :)
11:44<TrueBrain>cool, that is no issue for me :)
11:45<TrueBrain>how to detect 64bit in cmake .. hmm
11:49<Samu>firs is a really different beast to tame...
11:50<Samu>anyways, I tried pikka's town and industry newgrf thing
11:50<Samu>it "almost" works there
11:51<Samu>max stockpile cargo doesn't work too well now
11:51<Samu>it's behaving more like a max stockpile cargo per company
11:52<Samu>normal and enhanched production also doesn't work that well
11:53<Samu>it's a "per company" that's ruining it
11:54<Samu>firs is different
11:55<Samu>it only wants to know if cargo x was delivered, it doesn't trigger any immediate cargo transformation
11:55<Samu>it enhances the base production
11:55<Samu>base production is always free for all :|
11:56<andythenorth>make your own?
11:57<Samu>or give up
11:57<Samu>im more likely to give up
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12:00<Samu>oh well, it was a nice test
12:00<Samu>works for vanilla
12:01<Samu>doesn't work (too well or at all) for newgrfs
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12:12<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7243: Change: Decrease the min #opcodes
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12:23<Samu>there may be another way
12:23<Samu>but i'm too lazy
12:24<Samu>I didn't learn of trackcrossestrack stuff for the 90 degrees before
12:24<Samu>it would not need the table, 95% sure
12:29<Samu>i could compute trackdirs
12:29<TrueBrain>hmmm ... SSE doesn't compile via WSL .. annoying
12:30<Samu>extract the next tiles via trackdir and reversed trackdir
12:30<Samu>then do the 90 degrees crossing right there
12:33<@peter1138>16:37 < nielsm> peter1138: fyi that patch did _not_ fix #7266 :)
12:33<@peter1138>nielsm, I never said it did?
12:33<nielsm>it looked related :P
12:34<@peter1138>I discovered it when looking, but no, it's not.
12:34<@peter1138>And I was annoyed with myself because I was going to request those changes and just went with it anyway. :p
12:35<@peter1138>So anyway, I don't know why the font doesn't go back to normal size. That doesn't happen for me.
12:39<nielsm>are you using bitmap or truetype fonts?
12:40<@peter1138>I've been testing all. Even using Hack, Bold.
12:42<TrueBrain>dmusic.cpp(1125): error C2664: 'char *convert_from_fs(const TCHAR *,char *,size_t)': cannot convert argument 1 from 'WCHAR [128]' to 'const TCHAR *'
12:43*andythenorth played tanks a lot
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12:45<Samu>found a 90 degrees bug with ships
12:46<andythenorth>slay me
12:46<Wolf01>I read it as "found a 90 degree ship which bugs me"
12:46<Samu>gonna try without using yapf
12:46<TrueBrain>so minus some unicode issues via MSVC, I can build via CMake with most settings enabled :D w00p :)
12:46<TrueBrain>minor shit that fails, like auto-downloading of OpenGFX
12:46<Wolf01>So, this new internet is only 5 times faster than the old one, but it's really noticeable
12:47<TrueBrain>it just tells me I should do that manually .. so some path is wrong
12:47<Samu>no bug with npf
12:47<Samu>must be ship cache?
12:48<TrueBrain>and I need to fix some autodetect rules .. but okay .. most stuff is there now :)
12:48<Samu>peter1138, on the last tile
12:48<TrueBrain>time for some food
12:48<Samu>the destination tile, the ship can make 90 degree turns
12:48<Samu>it shouldn't
12:49<andythenorth>90 deg turn banning is the worst thing ever :P
12:49<Wolf01>Also my router self rebooted because reasons and now it's not using anymore 100% cpu,
12:50<Samu>im posting savegame
12:51<nielsm>Samu: how easy is it to reproduce and will players trigger it by chance very often, and be troubled by it?`
12:51<Samu>ew, im testing this not on master, but it shouldn't be any different
12:51<@peter1138>Test it on master ;)
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12:54<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7266: News font size is bugged if font size was changed for a multiple times
12:55<@peter1138>Hmm, maybe I need to be in a different language. Urgh.
12:56<nielsm>all I do to reproduce it (on windows) is start a new game, build a train route so I have something to generate "first vehicle arrives" news, then go switch font size to quad and back to normal
12:57<nielsm>and run the train to get some news
12:57<@peter1138>And the font stays the wrong size?
12:57<nielsm>the news font stays huge yes
12:57<nielsm>i.e. I change the setting before the news is generated
13:02<Samu>funny, can't trigger it on master, why
13:03<@peter1138>nielsm, hmm, I've managed to get to show it unzoomed, despite it being to quad size, but only once.
13:04<Samu>ah, I see
13:04<Samu>Don't call ship pathfinders if there is no available track…
13:04<Samu>this thing was created
13:04<Samu>it inadvertedly fixed the problem
13:10<Samu>nevermind peter1138 this fixed it
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13:14<DorpsGek_II>[OpenTTD/OpenTTD] Moth-Tolias commented on pull request #7243: Change: Decrease the min #opcodes
13:15<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #6931: Change: Prevent town growth from blocking ships
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13:16<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7243: Change: Decrease the min #opcodes
13:16<@peter1138>Samu, just a rebase?
13:17<Samu>was working with 250 something commits behind
13:18<Samu>i'm thinking of another way to do the same thing
13:19<@peter1138>It just looks complex
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13:22<DorpsGek_II>[OpenTTD/OpenTTD] Moth-Tolias commented on pull request #7243: Change: Decrease the min #opcodes
13:22<@peter1138>Seems odd that forbidding 90 deg turns comes into it.
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13:23<@peter1138>I'm not sure you even need to check for tracks.
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13:24<andythenorth>oof so how does nml work then?
13:24<andythenorth>it must have a big parse step
13:24<andythenorth>then build some kind actions tree
13:24<andythenorth>resolving IDs
13:24<andythenorth>then some kind of output step
13:25<Faizi>How to start a server
13:26<andythenorth>prod. cb parsing is broken in this rev
13:26<andythenorth>so I guess I look there :P
13:26<@peter1138>andythenorth, I know nothing about NML.
13:26<Faizi>how to start openttd server?
13:27<nielsm> <-- video of a busy airport outside a city with the new town cargogen
13:27<@peter1138>Faizi, again,
13:27<andythenorth>peter1138: nobody does :)
13:27<@peter1138>andythenorth, I don't really know python either.
13:28<andythenorth>seriously wondering about m4nfo
13:28<@peter1138>nielsm, what's it like with the old?
13:28<Faizi>peter1138 i have tried many times but i cannot..
13:28<andythenorth>what was wrong with just nfo?
13:29<@peter1138>andythenorth, 87 49 db 37 77 64 78 56
13:29<nielsm>peter1138: waiting passengers soar and ratings tank :P
13:29<andythenorth>peter1138: that's not a valid action, obvs
13:29<nielsm>mainly wanted to show that yes with cdist and large cities you can still get plenty of action ;)
13:30<nielsm>40 buses are not enough to serve that city
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13:30<andythenorth>wondering if I can template nfo?
13:30<andythenorth>it's just replacing constants?
13:30<nielsm>andythenorth that's more or less what m4nfo does
13:31<andythenorth>yeah, if m4nfo had a different author, I'd switch
13:31<andythenorth>the syntax looks better
13:32<andythenorth>so to write my own
13:32<andythenorth>I'd need a table of all the actions, and their byte sizes
13:32<@peter1138>nielsm, so it doesn't "fix" it? Hmm.
13:33<andythenorth>and I'd need some classes for the actions
13:33*peter1138 attempts to implement Eddi|zuHause's algorithm in #6931
13:33<andythenorth>and I'd need some stuff for bit mangling
13:33<andythenorth>it's the bit mangling I'd fail at :(
13:33<nielsm>peter1138, the new algo makes it much more manageable but yeah it's still possible to overload a bus network with cdist
13:35<andythenorth>could we just move newgrf editing into OpenTTD?
13:36<Eddi|zuHause>if that goes in textbooks and history as "Eddi|zuHause's algorithm"... :p
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13:41<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #6965: Add: Option for population-linear town cargo generation
13:42<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #6965: Add: Option for population-linear town cargo generation
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13:45<Samu>it's not easy
13:53<@planetmaker><andythenorth> wondering if I can template nfo? <-- you can. You did. Or ye ancient 2cctrains did
13:53<@planetmaker>but you have about 1000% more boiler plate and hassle
13:54<@planetmaker>so you basically have the choice: invest time in nml (and have that shit done once and for all). Or invest that time into every NewGRF
13:54<@planetmaker>for a one - on - one comparison it's about even. For doing more than one NewGRF: do the math ;)
13:54<andythenorth>I was thinking of writing a compiler
13:54<andythenorth>'thinking' is a strong word
13:54<andythenorth>I was considering the downsides of writing a compiler :P
13:55<nielsm>you mean designing a new nml? :D
13:55<andythenorth>'designing' is a strong word
13:55<andythenorth>is better
13:55<@planetmaker>nmlc started as a tool which output nfo
13:55<@planetmaker>it still can
13:56<@planetmaker>nml surely has a lot of shortcomings. The biggest plus is: it's there. And not vapourware
13:56<andythenorth>it's so slow though
13:56<andythenorth>and no-one wants to maintain it :)
13:56<andythenorth>the upsides are large
13:56<TrueBrain>get a better cpu
13:56<andythenorth>but it's kind of dead and dying
13:57<andythenorth>I seriously considered buying a desktop machine just for compiling newgrfs
13:57<@planetmaker>seriously... how bad can it be?
13:57<TrueBrain>or .. use azure pipelines :D
13:57<andythenorth>but it won't go much faster, it's single threaded, and single-threaded CPU perf is underwhelming
13:58<@planetmaker>and honestly, your firs surely eat twice the time because your wrote a programming language to write nml ;)
13:58<andythenorth>planetmaker: it's about 1m10s versus 2s
13:58<andythenorth>and no, the python steps are marginal
13:58<andythenorth>nmlc is a slow slow pig
13:58<@peter1138>Eddi|zuHause, hmm, seems to work.
13:58<andythenorth>and it's not keeping up with OpenTTD
13:58<andythenorth>so I can't make newgrfs to test nightly features
13:59<andythenorth>as a project, it's currently nead ded
13:59<andythenorth>dead :)
13:59<andythenorth>if I want to test nightlies I need to use nfo
13:59<andythenorth>so I might as well go back to that and get the speed benefit
14:00<andythenorth>I did try writing a linker for nml fragments, but it failed on string IDs
14:00<andythenorth>it was much faster, except it didn't work
14:00<@peter1138>Hmm, do towns ever raise water to build on?
14:00<Eddi|zuHause>andythenorth: reimplement nmlc in C++? :)
14:01<@planetmaker>yes :|
14:01<Samu>they can remove houses that were built on water
14:01<Samu>"partial water"
14:01<@planetmaker>he... it is really the nmlc which takes ages on firs
14:01<andythenorth>wonder how it runs with pypy
14:01<@planetmaker>real 0m57,546s
14:01<@planetmaker>user 0m56,869s
14:01<@planetmaker>sys 0m0,421s
14:01<@peter1138>This algorithm is a bit simpler.
14:01<Eddi|zuHause>when CETS blew up, it was mostly the lex/yacc part of nmlc that was sloooooow
14:02<andythenorth>I think frosch cached the parsing step somehow
14:02<Eddi|zuHause>it has a problem with large files
14:02<@planetmaker>sprite encoding is done in a C-module
14:02<Eddi|zuHause>there's a sprite cache
14:02<andythenorth>anyone got pypy installed?
14:02<@planetmaker>frosch wrote it time ago
14:03<Eddi|zuHause>yeah, i vaguely remember a sprite cache
14:03<@planetmaker>that. But also the encoding itself
14:04<Eddi|zuHause>"ImportError: No module named chameleon"
14:04<LordAro>if there's a C-module, pypy won't work at all
14:05<DorpsGek_II>[OpenTTD/OpenTTD] michicc approved pull request #7265: Fix #7004: Mark linkgraph dirty to be rebuilt on next draw call.
14:05<@planetmaker>LordAro, it's not required
14:05<@planetmaker>it just is quite a speed-up
14:06<Eddi|zuHause>"ImportError: No module named markdown"
14:06<Eddi|zuHause>what is this magic?
14:06<@planetmaker>at least I think. I didn't test for ages
14:06<nielsm>I'm surprised the lex/parse of nmlc is the expensive part, usually I'd expect that to not be too bad
14:06<Eddi|zuHause>also, this is still python2? or
14:06<nielsm>maybe the library used for it is too much meta?
14:06<@planetmaker>PLY: 3.9
14:07<nielsm>I think it uses some funky docstring magic
14:07<LordAro>what's doing the parsing?
14:07<nielsm>to declare the syntax rules
14:07<andythenorth>Eddi|zuHause: you trying FIRS?
14:07<andythenorth>python3.5 or so
14:07<Eddi|zuHause>andythenorth: it didn't work when i did pip3, only after pip2 it worked
14:08<@peter1138>^ Samu
14:08<Eddi|zuHause>or am i having ancient firs?
14:08<Eddi|zuHause>real 1m34,723s
14:08<Eddi|zuHause>user 1m30,021s
14:08<Eddi|zuHause>sys 0m4,434s
14:09<Eddi|zuHause><nielsm> I'm surprised the lex/parse of nmlc is the expensive part <-- iirc it had to do with string handling
14:09<Eddi|zuHause>python doesn't do dynamic strings very well
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14:11<andythenorth>Eddi|zuHause: that's appalling times :P
14:11<andythenorth>how old is your CPU?
14:11<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7147: Change: Synchronize randomness in vehicle introduction…
14:11<Eddi|zuHause>hm... 6 years or so?
14:11<Eddi|zuHause>not sure
14:12<Eddi|zuHause>i wanted to buy a new one, never really got around
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14:12<@planetmaker>for good factorio fun I'll need a new computer... somewhen. Or at least graphics card :P
14:12<Eddi|zuHause>uh... Sep 2010
14:12<LordAro>planetmaker: there was a recent FFF about how they made the whole thing much more efficient
14:13<@planetmaker>LordAro, yes, I read it. Yet... my GPU is... really lacking :)
14:13<Faizi>Can some one tell me the link of original Open TTD download
14:13<Eddi|zuHause>there is no such link
14:13<@planetmaker>thank you Eddi|zuHause :P
14:13<LordAro>what do you mean by "original" ?
14:14<LordAro>does that still work?
14:14<Faizi>some links are fake or down version ORIGINAL
14:14<@planetmaker> <-- and edit the version number, if you need anything else
14:15<LordAro>Faizi: which links are you finding that aren't working?
14:15<@planetmaker>or rather: where?
14:16<@peter1138>So I submitted a PR to Samu :p
14:16<@peter1138>Assuming Eddi|zuHause's algorithm is correct, that should be it.
14:16<@peter1138>And it does certainly seem to work for mel.
14:17<@peter1138>This is for #6931
14:17<nielsm>so you made a pr to modify a pr
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14:17<LordAro>guess we'll never know
14:17<@peter1138>nielsm, yes :-)
14:18<@peter1138>This is what distributed version control is about ;)
14:19<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7265: Fix #7004: Mark linkgraph dirty to be rebuilt on next draw call.
14:19<DorpsGek_II>[OpenTTD/OpenTTD] PeterN closed issue #7004: Cargo flow legend does not get redrawn in additional area when zoomed out
14:20<Samu>ah, i was working on it too
14:20<@planetmaker>andythenorth, with pypy it doesn't find my ply... not sure how to tell it about it
14:20<Samu>was trying a way which wouldnt need to use tables
14:20<Samu>still thinking
14:21<andythenorth>planetmaker: have you got pypy virtualenv?
14:21<nielsm>but tables are good?
14:21<nielsm>when they make things simples to express
14:21<@planetmaker>andythenorth, no, not yet
14:21<@planetmaker>I wonder ... whould work in a conda env
14:26<@peter1138>They're not the end of the world.
14:26<@peter1138>In this case we need 3 results, and the table means we don't need to calculate it all.
14:27<DorpsGek_II>[OpenTTD/OpenTTD] LordAro requested changes for pull request #7254: Codechange: introduce a few unit tests
14:27<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7147: Change: Synchronize randomness in vehicle introduction…
14:28<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7262: Change: Smooth AI CPU usage by spreading out AI ticks in relation to competitor speed.
14:29<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7243: Change: Decrease the min #opcodes
14:29<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7147: Change: Synchronize randomness in vehicle introduction…
14:32<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7238: Codechange: Remove assert when trying to intersect two tile areas and…
14:35<TrueBrain>wait, what, unittests? :P
14:35<TrueBrain>that is to modern, stop doing that :(
14:35<LordAro>TrueBrain: current approach is certainly all wrong :p
14:35<TrueBrain>right, why doesn't the game want to download gfx on its own ..
14:36<TrueBrain>why does it sometimes say: he, I can download shit for you
14:36<TrueBrain>other times it just gives this error message
14:36<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7147: Change: Synchronize randomness in vehicle introduction…
14:36<TrueBrain>location of 'bin'?
14:37<LordAro>i've never been certain of the distinction either
14:38<TrueBrain>owh, it complains it cannot find sound sets
14:38<TrueBrain>like that is important
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14:40<Beerbelott>Do you know if there is a way for a password-protected password to avoid sending the list of companies on query?
14:40<@peter1138>Second password should be server?
14:42<nielsm>I don't think there is an option to keep the companies list secret for clients that don't have the server password, no
14:42<LordAro>maybe someone should file an issue about it
14:44<nielsm>there's another suggestion to always join a server as spectator isn't there
14:45<nielsm>which would also sort of solve the problem
14:45<nielsm>maybe merge the two idea?
14:45<nielsm>"force join as spectator" which does not present the company list before joining the server
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14:48<DorpsGek_II>[OpenTTD/OpenTTD] LordAro requested changes for pull request #7235: Change: Non-rectangular sparse station catchment area
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14:53<TrueBrain>that moment you follow a manual, and it doesn't work
14:53<TrueBrain>I just hate that
14:56<TrueBrain>ah .. had to clean the cache
14:56<TrueBrain>vcpkg and cmake are also good friends
14:56<TrueBrain>that is nice :)
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14:57<TrueBrain>ah, working directory support from CMake is only in VS2019
14:57<TrueBrain>that is annoying :D
14:58<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7235: Change: Non-rectangular sparse station catchment area
15:00<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7235: Change: Non-rectangular sparse station catchment area
15:02<andythenorth>so I need to put some prints into nml eh
15:02<andythenorth>I never did learn pdb :P
15:03<nielsm>there is a python debugger?
15:03<nielsm>I always made do with logging, and splitting thing into parts I could try in the repl
15:03<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7235: Change: Non-rectangular sparse station catchment area
15:03<andythenorth>I suspect the trouble is in p_produce2
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15:04<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7235: Change: Non-rectangular sparse station catchment area
15:05<@peter1138>This is awkard. A PR review is just one notification. But the replies to each point in it are individual notices!
15:05<@peter1138>Sorry for spamming :p
15:06<TrueBrain>one of the more annoying things about GitHub :(
15:06<TrueBrain>also depends on how you review, tbh
15:07<andythenorth>hmm, all I can get it to do is print the invalid token :(
15:07<andythenorth>can't see anywhere p_error is called
15:07<TrueBrain>why do I need a soundset to play the game? :(
15:07<@peter1138>Should I cycle tomorrow, or just piss about on the computer all morning?
15:07<@peter1138>TrueBrain, you don't.
15:07<TrueBrain>why does a dedicated server need a soundset ..
15:08<+glx>review can spam notification if you do individual comments ;)
15:08<TrueBrain>"Error: Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of"
15:08<TrueBrain>$ ./openttd -D
15:08<@peter1138>I may need the baseset metadata for no sound, however.
15:08<+glx>no sound is present by default IIRC
15:09<nielsm>the build process is supposed to put no_sound.obs in bin/baseset/
15:09<TrueBrain>one thing that always annoyed me about OpenTTD, but I never looked into it .. you need things in places which are .. hard to figure out
15:09<TrueBrain>once it works, it works
15:11<andythenorth>I don't see any parser change here that I can insert prints into :(
15:11<TrueBrain>nielsm: tnx, that was the piece I needed
15:11<TrueBrain>would be nice if the error suggested that :P
15:12<TrueBrain> Base musicset detail loading: description field missing.
15:12<TrueBrain>: /orig_dos.obm readable for the user running OpenTTD?
15:12<andythenorth>wonder if this commit only works at all with the following commit
15:12<andythenorth>should the be squashed together?
15:13<nielsm>those two lines are those defining the syntax
15:13<andythenorth>nd ec4a9f4e6e1785028c829c05b84323220eab6041
15:13<Samu>TrackToTrackdir is ambiguous
15:13<+glx>why ?
15:13<nielsm>but the p_produce definition above is unchanged and should still allow the original syntax
15:13<+glx>it converts a Track into a Trackdir
15:13<andythenorth>that's what confuses me nielsm
15:13<TrueBrain>hmm, 'description' really is missing in the obm files
15:13<TrueBrain>is that a bug?
15:13<nielsm>maybe the syntax needs to be changed in a dumb way
15:14<andythenorth>oh does nml just select on the first 'produce:' it finds?
15:14<andythenorth>I have now idea how the parsing rules work
15:14<nielsm>like make it: PRODUCE LPAREN produce_params RPAREN
15:14<Samu>converts into one of the trackdirs
15:14<nielsm>and then have produce_params be a switch between the three possibilities
15:14<Samu>a bit random
15:14<andythenorth>does it look for rules matching the token in the block?
15:14<Samu>no certainty
15:14<Beerbelott>nielsm: Thx for the info (sry for delayed answer) I'll file an issue if there is not one already
15:14<Samu>which one
15:15<nielsm>andythenorth the parser is supposed to try all rules for a definition, as far as I know
15:15<DorpsGek_II>[OpenTTD/OpenTTD] LordAro updated pull request #7245: Remove: OPF
15:15<@peter1138>Samu, hmm?
15:15<nielsm>so the rule in p_produce and those in p_produce2 are supposed to merge
15:16<nielsm>oh wait, the old produce syntax ends with SEMICOLON and the new one does not
15:16<nielsm>maybe that makes a difference?
15:16<Eddi|zuHause>andythenorth: what is the exact problem you're facing?
15:17<andythenorth> how exact do you want it>
15:17<nielsm>Eddi|zuHause I think it stopped accepting the old syntax
15:17<andythenorth>the goal is to merge the 16 cargos in, 16 cargos out fork
15:17<@planetmaker>nielsm, andythenorth just remove the old syntax and implement a new one. No big harm
15:17<andythenorth>currently it's blocked because it won't compile existing grfs
15:17<@planetmaker>we maintain compatibility by a (legacy) branch
15:18<+glx>TrueBrain: it's ok for me and MSVC
15:18<Eddi|zuHause>andythenorth: example syntax?
15:18<TrueBrain>glx: I am testing this on Linux, so that is possible I guess
15:18<DorpsGek_II>[OpenTTD/OpenTTD] Berbe opened issue #7268: Suggestion: Option not to disclose server information when password-protected
15:18<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7235: Change: Non-rectangular sparse station catchment area
15:18<TrueBrain>obs is fine, obm is not
15:18<TrueBrain>even on latest master
15:19<@planetmaker>treat it like python treats compatibilty :)
15:19<andythenorth>fails with
15:19<andythenorth>nmlc ERROR: "generated/firs.nml", line 7342: Syntax error, unexpected token "waiting_cargo_1"
15:19<TrueBrain>can any of you test it on linux; do the obm files have a description field?
15:19<LordAro>planetmaker: how much effort would it be for you to make an ogfx 0.5.3(?) with the 4 group sprites its currently missing?
15:19<andythenorth>AIUI, it's now expecting a cargo list
15:20<@peter1138>TrueBrain, yes.
15:20<andythenorth>planetmaker: that's an appealing route, but a big jump :P
15:20<@peter1138>They have description, and translations.
15:20<TrueBrain>so ... why don't my obms :(
15:20<TrueBrain>especially as the obs do
15:20<TrueBrain>same codepath, give or take
15:20<TrueBrain>also no error or warning
15:20<Eddi|zuHause>andythenorth: you must merge the produce and produce2 functions, and move the distinction into the semantic analysis
15:21<Eddi|zuHause>andythenorth: the parser cannot distinguish it with the given rules
15:21<LordAro>should we branch then update the changelog & friends (on the branch), or the other way around?
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15:22<TrueBrain>executing the awk manually also is without description
15:22<Samu>whatever, gonna test peter1138 stuff instead
15:22<andythenorth>ok so how do we analyse the tokens to figure out which version of the cb we have?
15:22*andythenorth has literally no idea :P
15:23<+glx>checking in mingw
15:23<@peter1138>Uh, what... fitbit says I can eat 7000 kcal today. I'm pretty sure that is wrong!
15:23<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker commented on issue #7268: Suggestion: Option not to disclose server information when password-protected
15:23<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker closed issue #7268: Suggestion: Option not to disclose server information when password-protected
15:23<@peter1138>Samu, might as well, I mean I wrote it and tested it and it seems to work.
15:23<@peter1138>I didn't even design it ;p
15:23<TrueBrain>so ... what to check why description is empty here?
15:23<TrueBrain>not much debugging info other than: "it does not work" :P
15:23<@peter1138>Are your lang files built?
15:24<@peter1138>Hmm, no, it doesn't need them built anyway.
15:24<TrueBrain>langfiles.tmp is populated
15:24<+glx>english.txt provides the base lang
15:24<TrueBrain>awk is running
15:24<TrueBrain>string can be found when I grep for it
15:24<TrueBrain>it pauses for a bit when it should do descriptions, so it is doing something
15:24<Samu>create a merge commit, squash and merge or rebase and merge? what to do?
15:24<Samu>i want to test
15:24<Eddi|zuHause>andythenorth: basically, in "produce.Produce()" you must check whether the 2nd and 3rd list entries are cargo lists, then use the new rules, else fall back to the old rules
15:25<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7268: Suggestion: Option not to disclose server information when password-protected
15:25<@planetmaker>LordAro, not so much. It just needs figuring out which are missing, adding those, and then releasing it
15:25<@planetmaker>LordAro, I shall do that before 1.9.0 without any -beta/rc becomes a thing
15:25<@planetmaker>but please keep reminding me :)
15:25<TrueBrain>and why does obs work but obm not .. this is weird
15:26<@planetmaker>nielsm, sorry, if I was too fast to close the issue :P I really think the main part here is: removing the info is undesirable
15:26<Samu>i hate gitbug
15:26<+glx>works for mingw too TrueBrain
15:26<Eddi|zuHause>andythenorth: alternatively, move the LBRACKET/RBRACKET out of the produce_cargo_list, into produce2, then that should work like it is now
15:26<Samu>the website is too complex
15:26<TrueBrain>what to do to debug this ..
15:26<@peter1138>Oh right, apparently I forgot to stop my ride last night, so even though my Garmin was off, fitbit thinks I was exercising all night.
15:27<@peter1138>4000kcal instead of 300kcal lol
15:27<@planetmaker>hehe :)
15:27<andythenorth>ha ha
15:27<LordAro>planetmaker: ha
15:27<LordAro>peter1138: ha
15:29<Eddi|zuHause>andythenorth: so if that reads something like "produce : PRODUCE LPAREN ID COMMA LBRACKET produce_cargo_list RBRACKET COMMA LBRACKET produce_cargo_list RBRACKET COMMA expression RPAREN"
15:29<Eddi|zuHause>it should work
15:29<Eddi|zuHause>in produce2
15:31<TrueBrain>there are \rs in my obm files
15:31<TrueBrain>but not in my obs files
15:32<andythenorth>Eddi|zuHause: same error persists :)
15:32<andythenorth>that's interesting
15:32<TrueBrain>that is ... very odd
15:32<TrueBrain>especially as it is on a linux mount
15:33<TrueBrain>it even shows up as a diff
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15:33<+glx>we have some broken files in the repo
15:33<Beerbelott>THat got closed
15:33<TrueBrain>that should give more people issues, not?
15:34<andythenorth>WARNING: There is 1 unused rule
15:34<andythenorth>WARNING: Symbol 'produce_cargo_list' is unreachable
15:34<+glx>depends on the file I guess
15:34<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7225: Add: Various AI/GS functions that may be useful.
15:34<+glx>there's at least 1 cpp with mixed line endings
15:34<andythenorth>and produce2 is not called before the error happens
15:34<TrueBrain>ugh, I cannot commit this, as I have git configured to ignore line endings, and always commit with \n
15:34<Eddi|zuHause>andythenorth: what can i check out?
15:34<Eddi|zuHause>clone url?
15:35<TrueBrain>I hate line endings
15:35<Eddi|zuHause>andythenorth: so that approach is not going to work, ats it wants to fit stuff into the p_produce() rule now
15:35<Eddi|zuHause>andythenorth: so you really need the semantic analysis step
15:35<@planetmaker> @ Eddi|zuHause . iirc
15:36<TrueBrain>no clue where the error is, as the line ending keeps on hiding ... it works now, what-ever
15:38<@peter1138>Samu, if you want to just test it, "git pr <PR> <REMOTE>" so possibly "git pr 3 origin"
15:38<@peter1138>Although... hmm that might be an extension.
15:38<TrueBrain>time to install VS2019 .. see how that CMake integration is doing :)
15:38<Eddi|zuHause>"git: 'pr' ist kein Git-Befehl"
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15:38<@planetmaker>sounds somewhat non-standard @ peter1138 . Yet like an interesting git extension
15:39<@peter1138>Ah yeah, it's in git-extras.
15:39<@peter1138>planetmaker, gotta say, it's a godsend.
15:39<faizee>how to start a server in openttd/
15:39<@peter1138>I always forget the longhand :P
15:39<@peter1138>faizee, again,
15:40<+glx>oh and of course translations.awk changes EOL on mingw
15:40<TrueBrain>OpenTTD\bin> ..\..\..\..\CMakeBuilds\9a9e0753-b318-cc38-bb77-257a59230490\build\x86-Release\openttd.exe
15:40<TrueBrain>that works :D
15:40<nielsm>faizee, what part of setting up the server are you having trouble with?
15:40<faizee>please tell me few steps i cant find any thing on these links
15:40<TrueBrain>glx: is there anything we can do about the awk/vbs .. is there something common between linux/windows .. especially when looking at CMake?
15:40<TrueBrain>we could script it in CMake I guess
15:41<nielsm>faizee, do you have the game installed and can play singleplayer?
15:41<@planetmaker>faizee, just start OpenTTD. And start a multiplayer game
15:41<faizee>ok thanks
15:41<faizee>have you ever started an server?
15:41<@planetmaker>you might need to tell your router and your OS to allow connections from extern to your computer. Details... on the URL you had quoted several times
15:42-!-planetmaker was kicked from #openttd by DorpsGek [Wrong channel. Retry in #openttdcoop.]
15:42<Eddi|zuHause>peter1138: as a git-imbecile, how do i make "git pr" work?
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15:42-!-planetmaker is "Ingo von Borstel" on @#openttd #debian #oftc #/r/openttd
15:42<TrueBrain>hahahaha :D That is one old command :P
15:42<TrueBrain>the good times people kept thinking this was openttdcoop :D
15:42<@planetmaker>lol :D
15:42<@peter1138>Install "git-extras" on Debian. I dunno elsehwere.
15:42<+glx>I still command the bot yes
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15:42<@peter1138>You're looking for a package that provides "git-pr"
15:42<@peter1138>/usr/bin/git-pr, that is.
15:43<@planetmaker>:) will do. thanks peter
15:43<+glx>I addded a pr alias here
15:43<Eddi|zuHause>peter1138: can't find anything
15:43<@peter1138>Eddi|zuHause, what system?
15:44<@planetmaker> fetch = +refs/pull/*/head:refs/remotes/origin/pr/*
15:44<@planetmaker> <-- I have that in remote "origin". So I can locally checkout each PR
15:44<+glx>if no git-extras you still can use alias
15:44<DorpsGek_II>[OpenTTD/OpenTTD] LordAro requested changes for pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save.
15:44-!-Thedarkb1-T60 [] has quit [Ping timeout: 480 seconds]
15:44<@planetmaker>faizee, I guess many here have started a server, both on remote machines as locally... you just need to follow the steps
15:44<@planetmaker>and follow them properly
15:46<TrueBrain>that moment you find out VS2019 can't handle spaces in folders when using CMake
15:46<TrueBrain>owh boy
15:46<@planetmaker>yay... sudo dnf install git-extras :)
15:46<@planetmaker>stupid windoze :)
15:46<+glx>TrueBrain: for CMake I don't know exactly how it works, I suppose it creates a solution a give it to MSBuild
15:46<Eddi|zuHause><planetmaker> <-- I have that in remote "origin" <-- more words on that, please?
15:46<TrueBrain>glx: no, not really
15:46<TrueBrain>but it works fine on VS2017
15:46<TrueBrain>they broke it on VS2019
15:46<TrueBrain>it is funny like that
15:47<TrueBrain>(and I have a space in the path exactly for this reason, as I wanted to spot mistakes I made with escaping :D)
15:47<@planetmaker> @ Eddi|zuHause
15:47<@planetmaker>I copied it from fr0sch, iirc
15:48<faizee>tell me steps
15:48<@DorpsGek>LordAro: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
15:48<LordAro>planetmaker: ya numpty
15:49<LordAro>faizee: read the wiki link provided above, then if it doesn't work, tell us what didn't work
15:49<TrueBrain>yippie, VS2019 does do the Working Directory correct
15:49<TrueBrain>okay, I can now build with VS2019 + vcpkg + CMake, and it is even somewhat workable :)
15:49<TrueBrain>(no project files)
15:49<faizee>my port is 192 168 1 255
15:49<Eddi|zuHause>planetmaker: thx
15:50<@planetmaker>faizee, that's your *IP* in *your* local network
15:50<LordAro>not a .255 address it isn't
15:50<@planetmaker> is needed on your router
15:50<LordAro>that's your broadcast address
15:50<+glx>TrueBrain: but project files are nice to work with MSVC :)
15:51<LordAro>well, it could be, but it's unlikely
15:51<TrueBrain>glx: possibly we should use folders more :P
15:51<+glx>yeah that too
15:51<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7235: Change: Non-rectangular sparse station catchment area
15:51<TrueBrain>as using Visual Studio Code is horrible :P Such a long list of filenames ..
15:52<@planetmaker>Eddi|zuHause, backdraw is that "git fetch" pulls *all* pull-requests. But... that's ok for me
15:52<Eddi|zuHause>planetmaker: i usually specify a branch with fetch
15:53<faizee> this is my public
15:53<@peter1138>planetmaker, drawback.
15:53<@planetmaker>true. thx
15:53<faizee>is it work
15:53<milek7>vs2017 does workdir settings in some json, very un-windows way ;d
15:53<milek7>they changed it in vs2019?
15:53<TrueBrain>LordAro: I pushed a tons of shit to my cmake branch (well, 1 commit, I was lazy)
15:53<@planetmaker>faizee, we don't know how to configure your router. Only you know it
15:53<+glx>I have pr = "!f() { git fetch -fu ${2:-$(git remote | grep ^upstream || echo origin)} refs/pull/$1/head:pr/$1 && git checkout pr/$1; }; f" in [alias] section of git config
15:54<+glx>works well
15:54<@peter1138>My bottle of wine ran out :(
15:54<TrueBrain>LordAro: feel free to commit in my branch btw
15:54<faizee>where you are doing this/
15:55<faizee>send me web link
15:55<+glx>it's router dependant
15:55<+glx>each model is different
15:56<Eddi|zuHause>glx: thx, i put that into my global gitconfig
15:56<faizee>Thanks for hhelp
15:56<@peter1138>glx, yup, that's what I had before.
15:57<faizee>!name @Faizan
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15:57<Eddi|zuHause>now... i completely forgot what i tried to do :p
15:59<andythenorth>checkout the nml fork? o-o
15:59<andythenorth>fix the semantic analysis?
16:00<milek7>why would anybody drink alcohol?
16:00<milek7>it has only negative effects
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16:01<@planetmaker>I... should have looked at my default .gitconfig
16:01<@planetmaker> 20 fetchpr = !sh -c 'git fetch $1 pull/$2/head:pr$2' -
16:01<Eddi|zuHause>milek7: at least historically, it was safer to drink alcoholic drinks than water from some random well
16:01<Eddi|zuHause>... which may carry all sorts of diseases
16:01<@planetmaker>or not default? comment indicates I added it but forgot :P
16:02<@planetmaker>26 # Example usage of "fetchpr":
16:02<@planetmaker> 27 # git fetchpr <remote> <pr-number>
16:02<@planetmaker> 28 # git fetchpr openttd 6939
16:02<@planetmaker> 29 # git checkout pr6939
16:02<Eddi|zuHause>planetmaker: doesn't sound very default-y
16:02<@planetmaker>yep :P
16:02<@planetmaker>yes, hi
16:03<+glx>no need to repeat it 3 times ;)
16:03<Terwa347>i am from india
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16:05<@planetmaker>Faizan, and when you have told your router to do the proper port-forwarding - you might still tell your OS (windows?) to allow that, too in your firewall settings
16:06<TrueBrain>glx: can you estimate the impact of the change in strgen here:
16:06<TrueBrain>I think it is okay, but I am not sure
16:06<Eddi|zuHause>andythenorth: so, basic strategy: 1) remove p_produce2, 2) p_produce calls a disambiguation function, which checks the types of t[something] whether it's an expresion or a list, and then returns Produce() or Produce2()
16:07<@planetmaker>I still don't want two produce... :P
16:07<milek7>Faizan: do you have mobile connection?
16:08<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain opened pull request #7269: Fix c3dbe836b4: also compile without ENABLE_NETWORK defined again
16:08<TrueBrain>peter1138 is to blame ^^ :P :P
16:08<@peter1138>Oh not again.
16:08<@peter1138>Can we remove that bullshit? :(
16:08<Eddi|zuHause>planetmaker: that would be the next step :)
16:09<@peter1138>I mean, the ability to compile without networking.
16:09<TrueBrain>we used to target DOS, which doesn't have networking available
16:09<TrueBrain>possibly a better solution, if we want to keep this, is to stub all the network functions
16:09<TrueBrain>and remove the #ifdefs from all over the place
16:09<Eddi|zuHause>definitely that
16:10<TrueBrain>but, removing no-network-support .. doesn't sound like a horrible idea ;)
16:10<@peter1138>Yes please. I'll only keep messing it up :-)
16:10<+glx>TrueBrain: the change is supposed to activate / to \\ replacement for MSVC ?
16:10<TrueBrain>something for 2.0 :D
16:10<TrueBrain>glx: yes, well, also
16:11<TrueBrain>I was doing non-mingw Windows builds :P
16:11<TrueBrain>(via MSBuild, so yeah)
16:11<+glx>because _WIN32 is enabled for all windows compilers
16:11<TrueBrain>yes; and all Windows executables us \ not?
16:11<TrueBrain>so I couldn't really figure out why strgen did do it when compiled with mingw32
16:11<TrueBrain>and not when compiled with msvc
16:11<TrueBrain>meant that if you use the msvc binary in a mingw build, it fails
16:12<TrueBrain>but ... this is exactly why I am asking, as I am not really sure why this came to be :)
16:12<+glx>I guess the project files where using \\ only
16:12<TrueBrain>with cmake, things change a bit :)
16:12<TrueBrain>so I take it the change is fine :)
16:13<+glx>so enabling it for MSVC should be ok
16:13<Faizan>YES MILEK7
16:13<TrueBrain>why is there in the projects folder .. we support that? :)
16:15<@planetmaker>would be nice
16:16<+glx>TrueBrain: applied change locally, it still works :)
16:16<TrueBrain>glx, good, tnx :)
16:16<@planetmaker>but... seems... somewhat buggy:
16:16<@planetmaker>./projects/ Zeile 19: printf: Fehlende hexadezimale Ziffer nach \x.
16:16<TrueBrain>well, I am going to remove it all, and replace it with cmake :)
16:17<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7235: Change: Non-rectangular sparse station catchment area
16:18<+glx>TrueBrain: and just check on my debian VM, no missing description for obs nor obm
16:18<milek7>Faizan: then it may don't work at all
16:19<milek7>mobile providers typically block incoming connections
16:19<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7235: Change: Non-rectangular sparse station catchment area
16:20<+glx>even if they don't block all ports you usually don't have access the the configuration
16:20<Eddi|zuHause>andythenorth: oh, other alternative, try changing "p_produce" rule from "expression_list" to "expression COMMA expression COMMA ..."
16:20<Eddi|zuHause>andythenorth: then the parser can distinguish it by the number of commas
16:21<@peter1138>LordAro, as a bonus, my non-rect visualisation still works, so nothing broke with those changes. I hope. ;)
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16:22<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain opened pull request #7270: Introduce CMake (and removing all other project-related code)
16:23<TrueBrain>one big WIP :)
16:23<@peter1138>Thie removes: configure / Makefile ... Things still to do: remove configure / Makefile
16:23<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7235: Change: Non-rectangular sparse station catchment area
16:24<TrueBrain>peter1138: cool aint it? :D
16:25<TrueBrain>added details how to test it .. might be nice
16:25<Faizan>I am using windows 10
16:26<TrueBrain>so far I am pretty happy with CMake .. it really allows to do all our project stuff in a single way, instead of all the different ones we have :)
16:26<@planetmaker>TrueBrain, but how do I make it with your PR?
16:26<@planetmaker>cmake . does error for me
16:27<TrueBrain>like I just said, I updated it with build details
16:27<TrueBrain>but also, "error for me" is not descriptive
16:27<TrueBrain>if you provide more details, I can help out :)
16:27<+glx>oh I already have cmake, need to check if it's the vcpk one though
16:27<+glx>or an old install
16:28<Eddi|zuHause>andythenorth: try
16:28<@planetmaker>it wants me to run it from the bin dir...
16:28<TrueBrain>glx: I haven't tested mingw btw; for MSVC you need to add some lines in the CMakeSettings.json; but vcpkg explains that
16:28<TrueBrain>planetmaker: either follow what I wrote in the PR, or follow what is on your screen :)
16:28<+glx>hmm 2.6-patch 4 should be an old version
16:28<@planetmaker>and there it tells me the same
16:28<TrueBrain>not sure I agree with LordAro's suggestion to run it from the bin directory :P
16:28<@planetmaker>running from bin dir: -1 from me
16:28<TrueBrain>glx: you need 3.5+
16:29<TrueBrain>I hate to repeat myself, but again: I updated the PR to tell you how to build it :)
16:29<TrueBrain>let me know if that fails :)
16:29<@planetmaker>I ran git fetch 5 seconds ago...
16:29<TrueBrain>the PR; not the code :)
16:29<LordAro>cmake is not supposed to run an "in source" build
16:29<+glx>yes I have read the PR :)
16:29<TrueBrain>there :)
16:29<TrueBrain>glx: I was talking to planetmaker, sorry :D
16:29<LordAro>you're supposed to do an "out of source" build, so running cmake <something other than .>
16:30<TrueBrain>LordAro: yeah; but the 'bin' folder is an odd suggestion :)
16:30<LordAro>that can be bin, or it could be any other directory
16:30<@planetmaker>TrueBrain, no change...
16:30<TrueBrain>it leaves too many files around
16:30<@planetmaker>CMake Error at CMakeLists.txt:4 (message):
16:30<@planetmaker> In-source builds not allowed. Please run "cmake .." from the bin directory
16:30<@planetmaker>cmake 3.11
16:30<TrueBrain>what is your pwd?
16:30<@planetmaker>as you write there
16:30<Eddi|zuHause>didn't we have an "objs" dir?
16:30<TrueBrain>planetmaker: now that is odd :)
16:30<TrueBrain>what OS?
16:31<andythenorth>Eddi|zuHause: no longer fails :)
16:31<TrueBrain>that is .. hmmm
16:31<TrueBrain>planetmaker: can you add two lines after the first line in CMakeLists.txt:
16:32<TrueBrain>message(STATUS "${CMAKE_SOURCE_DIR}")
16:32<Eddi|zuHause>andythenorth: side effect is that error messages on wrong number of parameters will likely be less descriptive
16:32<TrueBrain>message(STATUS "${CMAKE_BINARY_DIR}")
16:32<TrueBrain>and run it again?
16:32<@planetmaker>where therein?
16:32<TrueBrain>in CMakeLists.txt
16:32<TrueBrain>after the first line
16:32<TrueBrain>add these 2 lines
16:33<TrueBrain>(not sure which part you didn't understand, don't ment to be rude by repeating myself :P)
16:33<@peter1138>Hmm, towns behave very oddly when they're not allowed to build roads.
16:33<@planetmaker>-- /home/planetmaker/ottd/OpenTTD-master
16:33<@planetmaker>-- /home/planetmaker/ottd/OpenTTD-master
16:33<TrueBrain>eeuuuhhh ..
16:33<@planetmaker>yet... pwd is -- /home/planetmaker/ottd/OpenTTD-master
16:33<@planetmaker>-- /home/planetmaker/ottd/OpenTTD-master/build
16:34<@planetmaker>the latter
16:34<TrueBrain>I have never seen CMake fucking up his BINARY dir ..
16:34<TrueBrain>basically, CMake disagrees that you are in build :)
16:34<@peter1138>build is not outside the tree, is it?
16:34<TrueBrain>git status
16:34<TrueBrain>remove any stray CMake file?
16:34<TrueBrain>I can guess that your first run created a file it got stuck on
16:35<@planetmaker>ah. That... helps
16:35<TrueBrain>pfew :D you were scaring me :D
16:35<TrueBrain>good to know CMake gives that priority ..
16:35<TrueBrain>bit silly, tbh
16:36<@peter1138>-- FluidSynth: NO
16:36<TrueBrain>or cmake-gui
16:36<TrueBrain>and flip it to YES :P
16:36<TrueBrain>I did not do all autodetect yet :)
16:36<@peter1138>Command not found. Hmm.
16:36-!-Gustavo6046 [~Gustavo60@] has quit [Quit: Non video lux in futurum.]
16:36<TrueBrain>which command?
16:37<andythenorth>so where do we apply fixes, when I have a remote checkout of peter1138's rebase of nielsm's branch? And we need to fix a broken previous commit?
16:37<Samu>peter1138, you're doing incomplete tests :(
16:37<@peter1138>Samu, oh?
16:37<Eddi|zuHause>i have ccmake, but no cmake-gui
16:37<@planetmaker> @ TrueBrain linking error
16:37<Eddi|zuHause>(not trying either)
16:37<@peter1138>peter1138, yes, that's my diff.
16:37<TrueBrain>Eddi|zuHause: ccmake is ncurses, cmake-gui is QT :)
16:37<Samu>you're only checking if there is any water track
16:37<@peter1138>Samu, yes, that's my diff. What's missing.
16:37<Samu>not what it's like
16:37<@peter1138>Isn't that sufficient?
16:37<Eddi|zuHause>TrueBrain: well, i was guessing as much :p
16:38<TrueBrain>planetmaker: ah, yes; remove src/rev.cpp :)
16:38<TrueBrain>I have to fix that :P
16:38<Samu>no imo
16:38<@planetmaker>no rule to create ../src/rev.cpp
16:38<Eddi|zuHause>apparently cmake-gui is a separate package
16:38<@planetmaker>ah... re-run cmake
16:39<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
16:39<TrueBrain>planetmaker: fixed; it will no longer pick up rev.cpp that might have been there from older runs :) (in ROOT/src/rev.cpp)
16:39<TrueBrain>still have to fix the MSVC issue with UNICODE something ..
16:39<nielsm>Samu: is it this stupid edge case you're talking about?
16:39<@peter1138>TrueBrain, confusing, some thigns are ON/OFF and some are YES/NO. "ON" and "NO" look very similar.
16:40<TrueBrain>peter1138: they should all be YES/NO
16:40<TrueBrain>what shows you ON/OFF?
16:40<TrueBrain>(and this is a known issue with CMake indeed)
16:40<@planetmaker>ew... failed to load titlegame
16:40<@planetmaker>with the cmake build
16:40<TrueBrain>planetmaker: cd ../bin && ../build/openttd
16:40<@peter1138>SSE, FluidSynth
16:40<@peter1138>Those are the ones I've configured with ccmake.
16:41<TrueBrain>peter1138: ah, so ccmake uses ON/OFF
16:41<TrueBrain>that is .. annoying
16:41<@peter1138>(Command not found, I had to install it separately)
16:41<Eddi|zuHause>so can you do ON/NO? :p
16:41<TrueBrain>depends on your OS, but yes, ccmake tends to be installed :)
16:41<TrueBrain>Eddi|zuHause: yes
16:41<@peter1138>Hmm, SSE fails to compile.
16:41<TrueBrain>peter1138: I had the same, so I disabled it :P
16:41-!-Gustavo6046 [~Gustavo60@] has joined #openttd
16:41-!-Gustavo6046 is "Non dico nomen." on #openttd #oftc #moocows
16:41<TrueBrain>didnt look into it yet
16:42<@peter1138>Samu, what case are you checking for?
16:42<TrueBrain>planetmaker: but so it linked for you; good :D
16:42<@peter1138>Ah, and it doesn't link fluidsytnh :0
16:42<TrueBrain>-DFLUIDSYNTH is not set yet
16:42<andythenorth>nmlc ERROR: "generated/firs.nml", line 30275: Cargo list must be an array with no more than 2 values
16:43<TrueBrain>so that is possible
16:43<andythenorth>thought that was fixed :P
16:43<@peter1138>multiple definition of `IsReleasedVersion()`
16:43<TrueBrain>peter1138: either remove src/rev.cpp, or update to latest version of PR :)
16:43<Samu> something like this
16:43<@peter1138>Oh, you updated it while it was building.
16:43<TrueBrain>owh, no, -DFLUIDSYNTH isnt needed
16:43<TrueBrain>yes, because planetmaker also found that bug :)
16:44<@peter1138>It's not including the library during linking, is all.
16:44<TrueBrain>guess fluidsynth just needs a find_package call
16:44<Samu>there's water tracks in opposite, there's water track in tile 1 and there's water track in tile 2
16:44<TrueBrain>yeah, that is an easy fix
16:44<Samu>but building on the track
16:44<Samu>doesn't mean the others are connecte
16:44<andythenorth>nml won't accept prod_cargo_types: [cargotype("MNO2"),cargotype("PETR"),cargotype("RUBR")];
16:44<@peter1138>Samu, they have to be connectedf.
16:45<andythenorth>I thought added 16 cargos to the props
16:46<andythenorth>seems we didn't test it?
16:46<@peter1138>Well, okay, tile 1 could be blocked with a depot or something, but I don't think such a small case warrants making the code overly complex.
16:46<Samu>why not if it works already?
16:47<Eddi|zuHause>andythenorth: look for remaining calls to cargo_list()?
16:47<@peter1138>Just because it's already written doesn't mean we should add overly complex code.
16:47<andythenorth>this needs rethought :P
16:48<@peter1138>However, yes you are right, opposite is blocking. Hmm.
16:48<+glx>oh nice first thing to do after getting the PR is discard 3047 modified files
16:48<@planetmaker>I cannot say I like cmake. But the build process definitely looks nicer
16:48<@peter1138>Don't need to check tile2/tile1 tracks though.
16:48<andythenorth>using FIRS to test nmlc is clown shoes
16:48<@planetmaker>Yet... I don't like that I simply can start it from OpenTTD main dir
16:48<andythenorth>FIRS is huge
16:48<Samu>i guess it really needs to be complex
16:48<TrueBrain>planetmaker: those are easily resolvable issues, which have nothing to do with cmake
16:48<@peter1138>I suspect it really doesn't need to be complex.
16:48<Samu>to be 100% certain it works
16:48<TrueBrain>we have to fix that up in the current build process too
16:49<TrueBrain>as we have some weird constraints
16:49<TrueBrain>(Basically, you get a 'make' that runs cmake for you in a folder like 'build' :P)
16:49<nielsm>andythenorth: because the accept/prod cargo types properties were restored to only produce the old GRF data
16:49<TrueBrain>so if that is the only thing you don't like, it is easily solved :D
16:50<nielsm>and there is a new nml property that combines them instead
16:50<Eddi|zuHause>what always annoyed me when projects use cmake is that you can't type "./configure" like everywhere else
16:50<@peter1138>Samu, why would you make that sample on land? :p
16:50<TrueBrain>Eddi|zuHause: the more you use cmake, the less you want to try that :)
16:50<Eddi|zuHause>you must first figure out "ah it's using cmake", then "md build", and then it gets complicated...
16:50<TrueBrain>(and given more and more projects are using cmake ... :)
16:51<Samu>it's easier for me to visualize the tracks
16:51<TrueBrain>but yeah, I see many projects having a 'configure' script
16:51<TrueBrain>that runs cmake :P
16:51<nielsm>andythenorth, use my winterwonderland WIP to test nmlc with:
16:51<Eddi|zuHause>that's preferable, imho
16:51<@planetmaker>I'm +-0 to it in general. Eddi just summarizes it :D
16:51<TrueBrain>Eddi|zuHause: it is just a habbit
16:51<Faizan>how to create a website. which is good to use
16:51<nielsm>it uses the new properties and prod cb
16:51<TrueBrain>so there is a lot of debate if you should move with the habit, or just learn people not to have the habit :)
16:51<Eddi|zuHause>have a "dummy" ./configure that creates the build dir and runs cmake in that
16:52<Eddi|zuHause>TrueBrain: i don't see any harm in the habit. keep it simple
16:52<+glx>TrueBrain: looks like the "how to handle \r" in gnutools debate
16:52<TrueBrain>Eddi|zuHause: the harm is technical debt
16:52<milek7>"ah it's using cmake" -> mkdir build;cd build;cmake ..;make
16:52<TrueBrain>by keeping those "glue", you keep adding complexity
16:53<TrueBrain>so there are 2 camps .. just learn the new tool .. or keep the glue
16:53<andythenorth>we should add the tests to nml/examples
16:53<TrueBrain>Python is having the same issue currently with :)
16:53<Eddi|zuHause>TrueBrain: if a script with 4 lines is "complexity"?
16:53<andythenorth>as we were doing
16:53<TrueBrain>Eddi|zuHause: basically, any line to support N is complexity
16:53<TrueBrain>for the same reason .gitignore should not ignore all the editors
16:53<TrueBrain>sure, they are only lines
16:53<TrueBrain>but ... where do you stop :)
16:53<Eddi|zuHause>TrueBrain: you offload these 4 lines to everyone checking out the source is better?
16:53<TrueBrain>but again, this is exactly what people are debating
16:53<TrueBrain>so meh
16:54<TrueBrain>"everyone" is an overstatement :)
16:54<Faizan>can u send me the server gs download link
16:54<Faizan>or admin
16:54<TrueBrain>but I am only pointing out that people are having this debate over and over on the internet
16:54<TrueBrain>just showing you there are 2 camps to the story
16:55<@planetmaker>TrueBrain, so the argument for cmake is "meh, some people use it and change is good for its own sake"?
16:55<TrueBrain>planetmaker: huh?
16:55<TrueBrain>why ... do you say that?
16:55<@planetmaker>sorry, but that's just how you currently argue pro cmake :)
16:55<+glx>the main argument is one script for all platforms
16:55<Eddi|zuHause>TrueBrain: tbh, i see that the ./configure is a bad solution, the better solution would be for a simple "cmake" call should do all this standard setup
16:55<TrueBrain>no .. we were talking about configure bootstrap planetmaker :)
16:55<TrueBrain>nothing more, nothing less :)
16:55<TrueBrain>Eddi|zuHause: I like the 'make' bootstrap personally
16:55<TrueBrain>but lets get there when we get there :)
16:56<milek7>autotools is so awful that I'm surprised it survived that long
16:56<Eddi|zuHause>TrueBrain: so how is a "makefile" better than a "configure"?
16:56<TrueBrain>planetmaker: I seriously wonder how you made that jump :) Eddi|zuHause and me were just talking about having './configure' that calls cmake or not :)
16:56<TrueBrain>we were not debating cmake itself :)
16:56<TrueBrain>Eddi|zuHause: nope; it is just what I personally prefer
16:56<@peter1138>Samu, ok, we only need to check 1 track exists.
16:56<+glx>ok removed the 3047 useless files from the repo
16:56<TrueBrain>mostly as I add stuff like 'make run' in there
16:56<@peter1138>On the opposite tile.
16:56<Faizan>send me the link of server gs game script please
16:57<TrueBrain>Eddi|zuHause: guess that preference comes from: ./configure && make
16:57<TrueBrain>only configure is not useful
16:57<TrueBrain>so I can do without it
16:57<TrueBrain>or something
16:57<TrueBrain>it is weird
16:57<TrueBrain>people are weird :P
16:57<@planetmaker>TrueBrain, well, the jump from "there are two parties" to "an argument for and against" is very small
16:57<+glx>well first restart powershell as I uninstalled the old cmake then installed the new cmake
16:57<TrueBrain>planetmaker: we really only talked about ./configure bootstrap or not .. there are 2 camps there :)
16:57<@planetmaker>that's how I read it. And I didn't mean it offencive. Sorry if I came accross as such
16:58<Faizan>stopppppppppppppppppppppppppppppppppppppppppppp Keeeep QUUUUUUUUUUUUUUit
16:58<TrueBrain>no worries :) I was trying to understand you :)
16:58<nielsm>Faizan: you're better off asking on tt-forums, setting those things up is not simple, and I don't think any of us in here actually know very much about running an OTTD server in practice
16:58<TrueBrain>IRC is difficult :P
16:58<@peter1138>Samu, I'll add it.
16:58<Samu>but ship depots will be the other problem
16:58<+glx>D:\developpement\GitHub\glx22\OpenTTD\build [pr/7270]> cmake ..
16:58<+glx>-- Building for: Visual Studio 15 2017
16:58<+glx>-- Selecting Windows SDK version 10.0.17763.0 to target Windows 10.0.17134.
16:58<+glx>-- The C compiler identification is MSVC 19.16.27026.1
16:58<+glx>-- The CXX compiler identification is MSVC 19.16.27026.1
16:59<TrueBrain>glx: I did not try that route yet :P
16:59<TrueBrain>let me know what it brings
16:59<@planetmaker><TrueBrain> so there are 2 camps .. just learn the new tool .. or keep the glue <-- that's where I came from
16:59<TrueBrain>planetmaker: ah :D
16:59<TrueBrain>yeah, glue was a bit unclear there :P
16:59<nielsm>Faizan: we're working hard on improving the core game, but the practicals of actually running a game server are somewhat different from that :P
16:59<Faizan>who is playing multiplayer at that time
16:59<TrueBrain>but to answer the question anyway: cmake removes all the custom config.lib code we have
16:59<TrueBrain>the thousands of incompatible lines with <insert OS here>
16:59<andythenorth>no-one here really plays MP
16:59<TrueBrain>cmake solved that very much
17:00<@planetmaker>yep, starting to see that, TB :)
17:00<+glx>-- OS: WIN32
17:00<+glx>-- Dedicated: NO
17:00<+glx>-- Network: YES
17:00<+glx>-- Allegro: NO
17:00<+glx>-- Cocoa: NO
17:00<+glx>-- SDL: NO
17:00<+glx>-- DirectMusic: YES
17:00<+glx>-- FluidSynth: NO
17:00<+glx>-- LibTimiditiy: NO
17:00<+glx>-- SSE: NO
17:00<+glx>-- Threads: YES
17:00<TrueBrain>(because every library has its own cmake that comes with it for that OS when installing .. as everyone is using cmake these days)
17:00<+glx>-- Uniscribe: YES
17:00<+glx>seems correct
17:00<TrueBrain>glx: SPAM!
17:00<@planetmaker>yet I also see, that compilation for me does get twice as complicated ;)
17:00<@planetmaker>./configure && make > mkdir build && cd build && cmake .. && make
17:01<TrueBrain>planetmaker: goldplating; we can easily make that just 'make'
17:01<Faizan>tell me your server adress
17:01<TrueBrain>that is not the issue :)
17:01<TrueBrain>and as mentioned, we can even keep the ./configure
17:01<TrueBrain>but that is all just gold plating
17:01<@planetmaker>I want my bikeshed goldplated. NOW! :P
17:01<TrueBrain>currently ./configure calls our own config.lib
17:01<TrueBrain>cmake just replaces config.lib
17:01<TrueBrain>and all MSVC projects
17:01<TrueBrain>so no more generating of project files
17:01<TrueBrain>so ... everything is the same, basically
17:01<@planetmaker>and I know that "can be done" things often end up "meh, never" :P
17:02<TrueBrain>only do the things people ask for
17:02<@planetmaker>(judging from myself) :P
17:02<TrueBrain>so if this PR is done, and nobody notice anymore that they miss configure
17:02<TrueBrain>why add it? :)
17:02<Eddi|zuHause>TrueBrain: i think you now have enough cases of "people asked for it" :p
17:02<+glx>hmm adding build to .gitignore is probably required
17:02<TrueBrain>that is why I call it gold plating .. doing some gold now, is silly :)
17:02<Samu>ship depot problem
17:02<Samu>+ forbid 90 degrees problem
17:02<TrueBrain>Eddi|zuHause: you now ask for it as it is like: OMG I AM NOT USED TO THIS PANIC :P
17:03<TrueBrain>(which is totally how every human ever works)
17:03-!-Faizan [~oftc-webi@] has quit [Remote host closed the connection]
17:03<+glx>because it now shows 84 modified/new files
17:03<TrueBrain>but the first prio is getting it in a workable state
17:03<TrueBrain>with all the features attached that are a MUST :)
17:03<Eddi|zuHause>TrueBrain: no, i ask for this because i've been through the same steps a few times already
17:03<Eddi|zuHause>TrueBrain: and it's annoying me
17:03<TrueBrain>Eddi|zuHause: fair enough; still, I write it as a COULD, but this is OSS, so you can always contribute :)
17:03<nielsm>Samu: you just proved that "forbid 90 deg turns" is a bad idea for ships, becuase there just is no solution to that layout
17:03<+glx>hmm make doesn't work
17:04<andythenorth>oh wait
17:04<andythenorth>nml cargo syntax has changed?
17:04<TrueBrain>glx: 'build' ... or call it 'sweetypie' .. the name is free :)
17:04<nielsm>andythenorth yes
17:04<andythenorth>so we need to use the cargotype entity?
17:04*nielsm looks at topic
17:04<TrueBrain>Eddi|zuHause: just to be clear: I am not saying we should NOT do it; I am just saying, it is goldplating, and not important NOW (to me)
17:04<nielsm>I wonder if that suggestion may be worth taking for once?
17:04<+glx>and of course make fails as there's no Makefile, only vcxproj :)
17:05<nielsm>hmm wait no it's no longer there
17:05<TrueBrain>glx: you created a MSVC project? Nice!
17:05<nielsm>(I did not look at the topic)
17:05<Samu>i thought i proved 90 degrees was also important in the decision
17:05<@planetmaker>nielsm, the channel exists
17:05<andythenorth>ok so for 16 cargo FIRS I need to rewrite my nml templates
17:05<TrueBrain>but if the only problem is: I cannot do the autotools way, I am not worried :P
17:05<@peter1138>Samu, what's the issue there?
17:06<TrueBrain>I am worried, how-ever, why VS2017 and VS2019 don't want to compile for reasons I cannot understand
17:06<Samu>if 90 degrees are allowed, houses don't build on 'tile'
17:06<+glx>ok now I try the other option
17:06<Samu>if 90 degrees are forbidden, houses build on 'tile'
17:06<TrueBrain>dmusic.cpp(1125): error C2664: 'char *convert_from_fs(const TCHAR *,char *,size_t)': cannot convert argument 1 from 'WCHAR [128]' to 'const TCHAR *'
17:06<TrueBrain>like .... where did I go wrong? :(
17:06<@peter1138>Samu, 90 degrees option should not affect how towns expand.
17:06<nielsm>peter1138: ship depots can be traversed by any ship, also those owned by other companies than the depot, but they only allow traversal in one direction (they don't have trackdirs out the sides)
17:06<nielsm>so you can make "tunnels" of them where ships can't leave
17:06<nielsm>meaning it can restrict movement in tight spaces
17:07<TrueBrain>glx: are MSVC projects Unicode or Multibyte Character Set?
17:07<TrueBrain>(you happen to know?)
17:07<Samu>because the ship couldn't walk with 90 degrees forbidden
17:07<nielsm>this is another case of, you can't prevent griefing by players intent on ruining the day for others
17:07<Eddi|zuHause>TrueBrain: if i check out source code of an OSS project, and then fight half an hour trying to compile it with incomplete/diverging documentation of "how to compile", then i've lost all interest in contributing to said project
17:08<nielsm>and you can't detect the difference between intentional griefing and unintentional consequences
17:08<+glx>would need to open them for that (they are too big for github desktop to show the diff)
17:08<TrueBrain>Eddi|zuHause: yes, I understand what you are trying to say
17:08<TrueBrain>Eddi|zuHause: I also hope you understand what I try to say: first get it to work, than get all features in, than work on goldplating
17:08<@peter1138>Samu, that's only because you test the 90 degree setting, and needlessly test tracks on adjacent tiles.
17:08<@peter1138>Samu, I've updated the PR.
17:08*andythenorth wakes up
17:09<andythenorth>what have houses got to do with 90 deg?
17:09<@peter1138>andythenorth, exaclty.
17:09<andythenorth>did I drop some pills and not notice?
17:09<@peter1138>22:06 <@peter1138> Samu, 90 degrees option should not affect how towns expand.
17:09<andythenorth>I don't do drugs, have I accidentally taken some?
17:09<andythenorth>houses have fuck all to do with 90 degrees
17:09<andythenorth>and 90 degrees was a realism foamer mistake anywy
17:10<nielsm>you can't retroactively have towns destroy some houses because someone toggled the "allow 90 deg turns" switch mid game
17:10<andythenorth>90 degrees *needs removed*
17:10<andythenorth>how many times does it need saying?
17:10<TrueBrain>N - 1
17:11<andythenorth>it's a stupid feature that is wasting ridiculous amounts of time in discussing irrelevaant PRs
17:11<andythenorth>about 25% of the channel is just spam about 90 deg
17:11<andythenorth>and the rest is me complaining about that
17:11<@peter1138>50% is you complaining about nml.
17:11<nielsm>"disallow 90 deg turns" was never intended to be for anything but ships
17:11<nielsm>anything but trains
17:12<nielsm>who decided it should apply to ships, and when?
17:12<Eddi|zuHause>i've no clue
17:12<Samu>no idea
17:12<Eddi|zuHause>never made any sense to me
17:12<@planetmaker>neither me
17:12<@peter1138>Samu, so is this an "issue" that applies to the PR I gave you?
17:12<@planetmaker>so a setting to be removed. cleanup: remove 90° for all but trains
17:12<Samu>let me check again
17:12<TrueBrain>glx: found it, it is unicode indeed
17:13<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
17:13<andythenorth>planetmaker: + lots
17:13<@peter1138>I can't see how it can be.
17:13<TrueBrain>meh; wish draft PRs would not spam every time
17:13<@peter1138>Samu, you'll need to update, because I pushed to it.
17:13<+glx>it's also stdcpp17
17:13<TrueBrain>MSVC runs c++17, yes
17:13<TrueBrain>the rest runs c++11
17:13<TrueBrain>silly? yes. Microsoft? yes
17:14<nielsm>peter1138, this situation: - if a town builds a house at the tile of the end of the depot, the test in your proposal will say there is a valid path past when there isn't
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17:15<nielsm>to which my response is: stop trying to prevent intentional or accidental griefing, you can't
17:15<Samu>or do a better check
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17:16<drac_boy>hi there
17:16<nielsm>Samu: no check is perfect and the landscape can be modified
17:16<TrueBrain>topic of the day :)
17:16*drac_boy wonders what I stepped into now 0_o
17:16<andythenorth>we have very little history of accepting anti-griefing PRs
17:17<Samu>my checks would detect that the opposite tiles weren't connected and then deny building a house there
17:17<@peter1138>Either way, the fact that Samu's original patch tests the 90 degree setting is of course wrong.
17:18<+glx>hmm opened CMakeList.txt in VS, clicked build all, and it fails hard
17:18<nielsm>I still think it's silly to try to prevent towns from expanding into half-water tiles on the chance someone might potentially at some point in the past or future want to sail ships nearby
17:18<TrueBrain>glx: check vcpkg installation guide :)
17:19<TrueBrain>hmm, that should not fail
17:19<TrueBrain>it should just not compile PNG and Zlib
17:19<+glx>grr why did it tried to use the old mingw headers ???
17:19<@peter1138>nielsm, I actually think it's nice just to keep rivers open.
17:19<TrueBrain>either way, I couldn't find a way to have vcpkg work globally for cmake glx :(
17:19<@peter1138>I don't particularly care about the ship aspect :-)
17:19<andythenorth>nielsm: it was incredibly irritating when the game did it to once :P
17:19<TrueBrain>hmm .. fluidsynth packages don't have a cmake file .. wwuuttthhh?
17:20<TrueBrain>fluidsynth is a cmake project .. and has a cmake file in their github ..
17:20<andythenorth>I should really learn python
17:20<andythenorth>or go to bed earlier yesterday
17:20<andythenorth>can I still do that?
17:20<@peter1138>You are committed to staying up all night.
17:21<drac_boy>do depot-view sprites have to be of same length as on-map sprites or did I think wrong there?
17:21<andythenorth>I watched the Dr. Dre thing
17:21<drac_boy>peter heh you calling him an owl now? :P
17:21<@peter1138>nielsm, hmm, and in that case my test is valid :)
17:21<andythenorth>Dre stays up all night
17:21<@peter1138>The river is still intact, even if ships can't traverse it due to the stupid depot location.
17:22<nielsm>peter1138 yeah I agree
17:22<nielsm>if a player object is in the way, that sure is a shame
17:22<nielsm>the player could have not built it there
17:22<nielsm>maybe the game administrator should kick the player for griefing
17:22<@peter1138>River griefing :D
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17:22<nielsm>or the singleplayer human should berate the AI author for writing bad AIs
17:23<andythenorth>river grief, mountain high
17:23<andythenorth>did Eddi|zuHause fix rivers yet? :P
17:23<andythenorth>for 1.9.0?
17:23<@peter1138>nielsm, hah, one of samu's ship ai savegames does indeed have plenty of examples of AIs blocking THEIR OWN DOCKS with depots...
17:23<Eddi|zuHause>not really
17:23<Eddi|zuHause>and certainly not ready for 1.9
17:24<nielsm>peter1138 yeah, he tried making a PR that prevents you from building depots and docks in stupid places
17:25<drac_boy>nielsm I know its something the author can't do anything about but I always find it funny when a game recreates an enclosed inlet (complete 1-tile barrier separation from actual open waters) and then the industry grf decides for some reason to put the dockside industry right inside that little hole :)
17:25<+glx>hmm ok renamed the old mingw dir so it's not in the path, and I still get errors 'D:/MinGW/lib/libpng.lib', needed by 'openttd.exe', missing and no known rule to make it C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\CMakeLists.txt C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\ninja 1
17:25<+glx>that's silly
17:25<Faizan> Don't miss it/////
17:26<@peter1138>nielsm, maybe I should PR this as "attempt to prevent town from closing off rivers, but don't give a shit about what stupid players do"
17:26<TrueBrain>glx: did you add vcpkg in the CMakeSetting.json?
17:26<TrueBrain>that solved a lot of things for me
17:27<andythenorth>I have a FIRS industry in game
17:27<andythenorth>producing more than 2 cargos :D
17:27<andythenorth>nielsm: ^ :P
17:27<andythenorth>just needed to read the docs :P
17:27<nielsm>I hope you like the new syntax :)
17:27<andythenorth>it's fine, makes sense
17:28<andythenorth>I have to figure out how to adapt FIRS to it
17:28<andythenorth>I don't know what value to use in 'produce_cargo("COAL", 0.5)' etc when prod. cb handles production
17:28<Faizan>i want to play multiplayer with you
17:28<nielsm>just use 0
17:29<@peter1138>nielsm, yes.... AIs need to check themselves if it's going to block o_O
17:29<Samu>oh, that old PRs
17:29<Faizan>tell me name of your server please
17:30<TrueBrain>Faizan: you might be better off joining the Discord of
17:30<Samu>i wanted to keep the industry check though
17:31-!-gnu_jj_ [] has quit []
17:31<Samu>(and revert all the other player made checks)
17:32<Samu>but I was denied
17:34<+glx>ah it does things now I added CMAKE_TOOLCHAIN_FILE
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17:34<TrueBrain>glx: good :)
17:35<TrueBrain>glx: I hope they fix that some day .. as that needs a README to do right :)
17:35<+glx>but still fails :)
17:35<TrueBrain>or we have to include that cmake file .. that is not the worst idea .. just annoying
17:35<TrueBrain>glx: update to my latest version, if it fails on dmusic and/or win32 :)
17:36<+glx>fails on these one indeed :)
17:36<@peter1138>Ok, so ... my bitmap_type.hpp ... should I leave it in src/core/ or move it to src/
17:36<@peter1138>Not seeming like a core thing :p
17:36<@peter1138>tilearea isn't in core...
17:37<TrueBrain>what are the odds I do 'rm -rf *' in the wrong folder soon?
17:37<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
17:37<TrueBrain>peter1138: now with fluidsynth support ^^
17:37<drac_boy>hmm nevermind I'll just try find the sprites length thing tomorrow .. lets see about more wagons instead
17:38<LordAro>TrueBrain: cd ..; rm -r build; mkdir build; cd build
17:39<TrueBrain>LordAro: that would be wiser
17:39<+glx>oh and "cmake --build" should have work instead of "make"
17:40<+glx>(but not tested)
17:40<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker opened pull request #7271: Cleanup: Ships can always make 90° turns (it's even realistic)
17:40<TrueBrain>DENIED; OpenTTD is not realistic
17:41<@planetmaker>TrueBelugas, you!
17:41<TrueBrain>why is compiling SSE failing, I wonder ..
17:41<drac_boy>:) truebrain .. realistic != game fun
17:42<@planetmaker>heading to bed though. Will be back tomorrow night. gn!
17:42<TrueBrain>sleep well
17:42<@peter1138>planetmaker, ANOTHER pr for that? lol
17:43<LordAro>clearly an in demand feature
17:44<andythenorth>drac_boy are you listing trains from any specific country?
17:47<+glx>now package detection fails
17:47<drac_boy>its more generic so for example a diesel with long high hood and on the other/shorter side of cab a small stub end .. could basically be a lot of things, NSW GP9 PKP etc
17:47<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7235: Change: Non-rectangular sparse station catchment area
17:47<TrueBrain>so we check SSE support by including some headers and see if that compiles ..
17:47<TrueBrain>I expected more code there
17:48<+glx>Gravité Code Description Projet Fichier Ligne État de la suppression
17:48<+glx>Erreur CMake Error at C:/Program Files (x86)/Microsoft Visual Studio/2017/Community/Common7/IDE/CommonExtensions/Microsoft/CMake/CMake/share/cmake-3.12/Modules/FindPkgConfig.cmake:659 (message):
17:48<+glx> None of the required 'fluidsynth' found C:/Program Files (x86)/Microsoft Visual Studio/2017/Community/Common7/IDE/CommonExtensions/Microsoft/CMake/CMake/share/cmake-3.12/Modules/FindPkgConfig.cmake 659
17:48<+glx>oups :)
17:49<TrueBrain>you can remove that safely, line 56
17:50<@peter1138>What's the view on FOR_ALL_SOMETHING(x) dosomethingwith(x); ?
17:50<+glx>ok no zlib, no png, and no version
17:50<@peter1138>Should I add { }, or even put the innards on their own line?
17:50<TrueBrain>glx: first two you can fix with vcpkg :)
17:51<+glx>I did the vcpkg thing
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17:51<+glx>maybe I failed
17:51<TrueBrain>check if you have the right OS etc
17:51<TrueBrain>debug vs release
17:51<TrueBrain>that stuff
17:52<+glx>oh the tripelt
17:53<drac_boy>andy hmm that lms photo is interesting thanks
17:53<andythenorth>you want other 3 axle trains?
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17:55<andythenorth>and one with a guards van
17:56<andythenorth>nielsm: in this 'accept_cargo("IORE", produce_cargo("STEL", 4))', 4 units of STEL from 1 unit IORE?
17:56<andythenorth>whereas here 'produce_cargo("LVST", 8)', 8 units produced each time cargo production loop runs?
17:58<drac_boy>heh I guess I could get away with adding a 3-axle of most freight types and noone'll be any wiser .. thanks for the thoughts :)
17:59<nielsm>andythenorth yes
18:00<andythenorth>ok :)
18:00<andythenorth>I'll need to be refactoring FIRS :D
18:00<andythenorth>that (pre-existing) format has neither of those meanings
18:01<+glx>hmm added triplet, still not found
18:02<TrueBrain>glx: hmmm
18:02<TrueBrain>works for me, so that is annoying ..
18:02<TrueBrain>but I only tried x86-release
18:02<TrueBrain>nothing else yet
18:02<TrueBrain>let me wrap up my code changes, and see if it all still works
18:02<TrueBrain>SSE support is acting up
18:02<+glx>I'm trying x64-debug
18:03<nielsm>andythenorth yeah the new nml property format combines three GRF properties
18:05<TrueBrain>really no idea why SSE is failing
18:08<TrueBrain>glx: zlib:x64-windows and libpng:x64-windows
18:08<+glx>I have only static version I think
18:08<TrueBrain>ah :)
18:08<TrueBrain>that is a good point, these atm are non-static builds
18:08<TrueBrain>that might be an issue :)
18:09<+glx>but using x64-windows-static triplet should work (it did in previous vcxproj)
18:10<TrueBrain>because that builds static binaries :)
18:11<drac_boy>hmm anyone know if it was called 'tarped open wagon' or by a different term for these that otherwise had a tent-shaped tarp covering the freight load?
18:11<andythenorth>it will vary from place to place
18:12<andythenorth>call it whatever makes most sense
18:12<drac_boy>figured .. anyway .. just looking for photos .. so I guess tarped will do :)
18:13<TrueBrain>glx: hmm .. the moment I am reminded that vcpkg is not that good in this static stuff :P
18:13<TrueBrain>the default triplet always points to the non-static
18:13<+glx>that worked :)
18:14<+glx>but doing the same in CMakeSettings.json doesn't
18:16<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] closed pull request #6986: Allow the center tile to always get a house when playing with 3x3/Better
18:19<TrueBrain>how do I check with mingw32 what the dynamic dlls are?
18:19<TrueBrain>ldd, but for windows
18:19<LordAro>TrueBrain: depends.exe
18:20<+glx>yep depends.exe
18:20<@peter1138>That looks like a sarcastic response :)
18:20<TrueBrain>depends not found :(
18:20<+glx>it's an old thing somewhere in the internet
18:21<TrueBrain>and via mingw32?
18:21<TrueBrain>zlibd1.dll string in the file
18:21<TrueBrain>guess it is dynamic :)
18:22<Samu>nop, peter1138 your checks are still incomplete :(
18:22<Samu>ship depots:/
18:23<@peter1138>That was discussed about an hour ago...
18:23<Samu>oh, i missed it
18:23<@peter1138>IMHO, it's the depot blocking the river, not the town.
18:24<Samu>there was passage
18:24<Samu>depot was there first
18:24<nielsm>player was an idiot for building the depot there
18:25<Samu>that mindset :|
18:26<Samu>it's the town who's griefing, that can be controlled by the code
18:26<TrueBrain>glx: add VCPKG_TARGET_TRIPLET to the variables
18:26<TrueBrain>like the CMAKE_TOOLCHAIN_FILE
18:26<@peter1138>I prefer the test as it is.
18:27<+glx>I did, but maybe I did it wrong
18:27<_dp_>nielsm, lol
18:27<@peter1138>It means the town's expansion isn't affected by players.
18:27<_dp_>can make it harder tho
18:27<_dp_>not that I care about stupid ships :p
18:27<drac_boy>I'm sure this isn't quite new to everyone but geeze thats WAY too much horsepower for one lousy single freight wagon! :P
18:27<@peter1138>(Well, obviously players can terraform...)
18:28<drac_boy>I see at least 5000hp minimum ;)
18:28<TrueBrain>glx: with that set, it picks up zlib and png here
18:29<Samu>nielsm doesn't play ships
18:29<TrueBrain>glx: it might be that a local change of mine does something with it .. let me push my changes in a bit
18:30<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
18:30<Samu>how do you want to promote canal building
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18:31<andythenorth>I think
18:31<andythenorth>I have to leave this conversation :P
18:31<Flygon>I think I have just joined.
18:32<andythenorth>guess how I currently split output cargo at industries? :P
18:32<andythenorth>actually don't, it's boring :P
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18:32<LordAro>Flygon: i am unconvinced
18:32<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
18:32<TrueBrain>glx: try this version? :)
18:32<Flygon>LordAro: So am I.
18:32<TrueBrain>SSE for MSVC works; now for Linux .. why does it fail ..
18:32<drac_boy>flygon you indeed missed a lot :)
18:33<Flygon>You still refuse to seek the rooms that suit your demographic. :P
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18:34<TrueBrain>smmintrin.h:67:1: error: inlining failed in call to always_inline ‘int _mm_testz_si128(__m128i, __m128i)’: target specific option mismatch
18:34<TrueBrain>any suggestions what is going on there?
18:34<+glx>and of course I need to redo the variables stuff
18:35<TrueBrain>glx: that is a local file; you can keep that if you like :)
18:35<+glx>yeah I could stash before pull
18:35<TrueBrain>no, it is a local file :)
18:35<TrueBrain>it is not tracked
18:36<+glx>D:\developpement\GitHub\glx22\OpenTTD\build [pr/7270 +2 ~0 -0 !]> <-- just after opening the txt in visual studio
18:37<Samu>it defeats the purpose of the patch if it's doing incomplete checks :|
18:37<TrueBrain>glx: so stop adding those files to git? :P
18:37<+glx>6 changes shown in github desktop
18:37<TrueBrain>no clue who does that for you, but it sounds bad :D
18:37<TrueBrain>new files != changes :)
18:38-!-nielsm [] has quit [Ping timeout: 480 seconds]
18:38<TrueBrain>you get a .vs folder and a CMakeSettings.json file
18:38<TrueBrain>those are new
18:38<TrueBrain>no need to add them to git :)
18:38<TrueBrain>(you can even add them to your global git ignore)
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18:38<+glx>I don't add them
18:38<TrueBrain>possibly we want to add them to the local git ignore
18:38<TrueBrain>don't know yet
18:38<TrueBrain>so there is no issue :)
18:38<TrueBrain>no need to stash new files :D
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18:38<TrueBrain>git ignores them without issues :P
18:39<TrueBrain>hmm, seems I need to add -msse4.1
18:39<TrueBrain>but why is that not needed in config.lib?
18:40<TrueBrain>because those are exception rules in
18:40<TrueBrain>okay, I did NOT expect that
18:40<TrueBrain>who wrote that :(
18:40<TrueBrain>different compiler flags depending on the postfix .. :D
18:41<+glx>still no zlib nor png
18:41<drac_boy>sorry to kinda post random photos but kinda interesting mixing side-loading for lower level and corridor-loading for upper level .. but I guess thats history for you
18:41<LordAro>TrueBrain: git blame indicates a single commit in early 2014 :p
18:42<TrueBrain>glx: can you show me your CMakeSettings.json and 'vcpkg list' ?
18:45<+glx>I see nothing wrong there
18:45<TrueBrain>"However, Xcode does not support per-config per-source settings, so expressions that depend on the build configuration are not allowed with that generator." how bad is this ..
18:46<TrueBrain>glx: clear the cmake cache and try again?
18:46<TrueBrain>as indeed that is what I have too
18:48<+glx>ah better, only no version left
18:48<+glx>but it's not as straight forward as standart solution stuff :)
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18:53<TrueBrain>glx: we can fix most of it
18:54<+glx>oh but now settingsgen (and others) are built in 64bit mode
18:54<TrueBrain>among other improvements :P
18:54<+glx>tools used to be 32bit, so new warnings ;)
18:54<TrueBrain>okay, sse2 and sse4 work .. now sse3 breaks ..
18:54<TrueBrain>glx: yeah .. that always annoyed me ...
18:55<TrueBrain>owh, it is ssse3
18:56<Eddi|zuHause>why is it then not sssse4? that would be a pattern :p
18:56<TrueBrain>I agree
18:57<+glx>hmm debug run is not started from the right place
18:57<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
18:57<+glx>empty intro game
18:57<TrueBrain>glx: VS2019 does for me
18:57<TrueBrain>VS2017 doesn't
18:57<TrueBrain>they are not fixing VS2017 :(
18:58<Samu> TrackToTrackdir doesn't have a good pattern :(
18:58<Samu>dir_1 and dir_2 can u spot any pattern ?
18:59*drac_boy thinks whether to have short 2-truck wagon right next to long 2-axle wagon if cargo capacity is going to be alike
19:00<milek7>vs2017 configures workdir in launch.vs.json or something
19:00<TrueBrain>something like that yes; but it is not taking over the value from CMake
19:00<TrueBrain>took them months to fix the bug :)
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19:02<Samu> DiagDirection dir_1 = TrackdirToExitdir(TrackToTrackdir(tile_trackk));
19:02<Samu> DiagDirection dir_2 = TrackdirToExitdir(ReverseTrackdir(TrackToTrackdir(tile_trackk)));
19:03<+glx>add_definitions(-DWITH_ASSERT) # TODO -- Should this be on in all situations? <-- I think it's only for nightlies, beta and RC
19:03<TrueBrain>glx: I think that on first run or something we just prepare a few of these files so VS integrates better .. something like that
19:04<Samu>what's an alternative to TrackToTrackdir?
19:04<+glx>yeah we can then add some command line settings for cmake
19:04<Samu>i need something that has a good pattern
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19:05<Samu>something like a clock-wise pattern
19:05<Samu>for the dirs
19:05<TrueBrain>glx: the code surrounding ASSERT is just plain weird
19:06<TrueBrain>well, NDEBUG and _DEBUG are also weird
19:06<TrueBrain>I am not sure if we ever made a difference between RC and stables
19:06<TrueBrain>so I wonder if we always did WITH_ASSERT or never :P
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19:08<TrueBrain>yeah, as far as I can see, it was always on
19:08<TrueBrain>owh, ON the release
19:08<TrueBrain>that is interesting
19:08<TrueBrain>as the 1.8 branch doesnt have it
19:08<TrueBrain>right, we did some weird release commits in subversion :D
19:09<TrueBrain>so yeah .. we just make it a switch
19:10<+glx>NDEBUG and _DEBUG are MS stuff I think
19:10<TrueBrain>the comment in stdafx suggests NDEBUG is both MSVC and others
19:10<TrueBrain>_DEBUG is non-MSVC
19:10<TrueBrain> * - For MSVC: NDEBUG is set for all release builds and WITH_ASSERT overrides the disabling of asserts.
19:10<TrueBrain> * - For non MSVC: NDEBUG is set when assertions are disables, _DEBUG is set for non-release builds.
19:10<DorpsGek_II>[OpenTTD/OpenTTD] PeterN approved pull request #7269: Fix c3dbe836b4: also compile without ENABLE_NETWORK defined again
19:11<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain merged pull request #7269: Fix c3dbe836b4: also compile without ENABLE_NETWORK defined again
19:11<TrueBrain>so we do asserts when NDEBUG is not set, or MSVC and WITH_ASSERT
19:12<TrueBrain>#if !defined(NDEBUG) || (defined(_MSC_VER) && defined(WITH_ASSERT))
19:12<+glx>NDEBUG disable asserts
19:13<TrueBrain>EXCEPT on MSVC :D
19:13<TrueBrain>because it sets NDEBUG on Release
19:13<TrueBrain>and we want releases with asserts ..
19:13<+glx>well because we add WITH_ASSERT to reenable them
19:13<TrueBrain>okay, that commit you showed is useful
19:13<TrueBrain>guess we just make an OPTION_IS_STABLE or something
19:13<TrueBrain>which sets the right things
19:14<TrueBrain>possibly a hidden setting, which we flip on release with a commit
19:14<TrueBrain>or depending on
19:15<+glx>hmm can't be passed by the compile farm for stable ?
19:15<TrueBrain>of course it can, but how does he know? :D
19:15<drac_boy>guess I'm leaving this ms topic for now
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19:15<+glx>no beta, nor RC in the version ;)
19:16<TrueBrain>which is better to do in findversion ;)
19:16<TrueBrain>lets not hide these things in a compile farm :)
19:16<+glx>findversion fails for me, but maybe it's expected
19:17<TrueBrain>I mentioned that earlier, it does for MSVC yes
19:17<TrueBrain>as it runs the bash-based version
19:17<+glx>ah yes
19:17<TrueBrain>that is why on the TODO list is: port to CMake
19:17<+glx>can't work :)
19:18<+glx>hmm let's retry the command line version, now I now I should run cmake --build :)
19:18<TrueBrain>tempted to change stdafx.h to just read: if WITH_ASSERT is set, enable asserts
19:18<TrueBrain>if (OPTION_WITH_ASSERT)
19:18<TrueBrain> add_definitions(-DWITH_ASSERT)
19:18<TrueBrain>else (OPTION_WITH_ASSERT)
19:18<TrueBrain> add_definitions(-DNDEBUG)
19:18<TrueBrain>endif (OPTION_WITH_ASSERT)
19:18<TrueBrain>that will do for now
19:19<TrueBrain>too much for Linux in one case, too much for Windows in the other
19:20<+glx>oups forgot the -D flags
19:20<+glx>unless the command line also use json
19:22<Samu>can i create a pattern for TrackToTrackdir function?
19:22<Samu>the comment says "Note that the actual
19:22<Samu> * implementation is quite futile, but this might change
19:22<Samu> * in the future."
19:23<Samu>I guess the future is now
19:23<@peter1138>You can't make Track to Trackdir.
19:23<@peter1138>... map
19:23<+glx>hmm hostx86/x86 for the compilers, I guess it doesn't use the json
19:23<@peter1138>There is not enough information there.
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19:24<Samu>hmm so that's why I thought of a pattern
19:24<Samu>or else, what can I do :(
19:27<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
19:27<TrueBrain>USE_ASSERT is now also in there
19:27<TrueBrain>just a few more flags to go :P
19:29<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
19:29<TrueBrain>I regret making it a draft PR .. fucking spam
19:30<TrueBrain>3000+ config.lib .. lol
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19:32<TrueBrain>do we want to support cross-compiling
19:32<TrueBrain>tempted to leave that out, at least for now
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19:37<TrueBrain>50% of config.lib is ported
19:37<TrueBrain>long way to go :P
19:37<TrueBrain>some very odd cases in there
19:37<TrueBrain>first, time to get some sleep
19:58<Samu>static const Trackdir track_to_trackdir[] = { TRACKDIR_X_NE, TRACKDIR_Y_NW, TRACKDIR_UPPER_E, TRACKDIR_LOWER_W, TRACKDIR_LEFT_N, TRACKDIR_RIGHT_S };
20:01<@peter1138>Samu, so take my PR, and comment out tests for the two adjacenct tiles.
20:02<Eddi|zuHause>TrueBrain: at 90% you'll be halfway there
20:06<Samu>much better
20:06<Samu>those dirs now make more sense
20:08<Samu>for me
20:08<Samu>maybe not for somebody else
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22:08<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7270: Introduce CMake (and removing all other project-related code)
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---Logclosed Sun Feb 24 00:00:17 2019