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#openttd IRC Logs for 2019-03-02

---Logopened Sat Mar 02 00:00:26 2019
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02:42<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #7305: Codechange: Make std::stack use std::vector container in string formatting/drawing.
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03:06<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7305: Codechange: Make std::stack use std::vector container in string formatting/drawing.
03:11<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7304: Codechange: No need to buffer and format sign strings, they are C-style strings to start with
03:11<nielsm>also, morning
03:15<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7304: Codechange: No need to buffer and format sign strings, they are C-style strings to start with
03:16<@peter1138>Not sure what other GUI lists would be worthwhile messing with.
03:16<@peter1138>I don't think any others can be added to/removed, with a similar number of rows, as the sign list.
03:17<nielsm>stations and towns pretty much have to go through FormatString since they have generated names
03:18<@peter1138>I'm not sure what that extra FormatString with JUST_RAW_STRING is doing there.
03:18<@peter1138>If it's to sanitize input, then it should be sanitized at the input stage, not every time during output.
03:19<@peter1138>But I'm not sure it even does that.
03:19<nielsm>I wonder what happens if you put a {NUM} control code byte inside a sign name
03:19<nielsm>(via memory hacking or whatever)
03:19<@peter1138>I couldn't
03:20<@peter1138>Yeah, quite, if it's memory hackig, who cares.
03:20<@peter1138>All those bits in strings.cpp touched in 102f811d027 seem unnecessary.
03:20<nielsm>it's mostly about hacked saved/forged network packets
03:21<@peter1138>That should be validated. Should be.
03:21<@peter1138>saveload already calls str_validate.
03:22<@peter1138>As does network code.
03:23<@peter1138>I think it's missing from non-network commands, so maybe that's a thing.
03:24<nielsm>hmm I should try to get hold of the other person(s) translating danish.txt here, I may have Questions about some word choices
03:24<@peter1138>Hmm, script API validates in its own DoCommand
03:29<nielsm>edited in a BIG_TEXT code
03:30<@peter1138>What about the code for {NUM}?
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03:31<nielsm> added in {REVISION} then tried to edit it again
03:32<@peter1138>Is that with it with the current FormatString JUST_RAW_STRING, or with strecpy?
03:32<nielsm>that's master
03:33<nielsm>with JUST_RAW_STRING
03:33<nielsm>so far NUM is just displaying a 0
03:33<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7304: Codechange: No need to buffer and format sign strings, they are C-style strings to start with
03:33<nielsm>not sure if I can force a different value into the dparams
03:33<@peter1138>Hmm, ok, so basically it's not there to protect anything.
03:33<@peter1138>As it doesn't.
03:34<nielsm>the NUM is converted to a literal zero in the sign text when I try editing it again
03:35<nielsm>the BIG_TEXT was not converted
03:35<@peter1138>that's handled in the display code, not the formatting code.
03:35<nielsm> <- inserted a CARGO_LONG code
03:35<nielsm>this may also allow for DoS on other network clients?
03:36<@peter1138>How would you insert it?
03:37<@peter1138>Input from the network is already sanitized.
03:37<nielsm>hacked client (faking its revision name) and have it prepend a code to a sign name command being transmitted
03:37<nielsm>well if strings received are sanitized it's fine
03:39<nielsm>okay :)
03:40<nielsm>iow. the only use would be making hacked savegames to play pranks on others (since there shouldn't be risk of RCE either, everything is bounds checked)
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04:01<DorpsGek_II>[OpenTTD/OpenTTD] GabdaZM opened pull request #7306: Add: Chrono based TIC() and TOC() in debug
04:09<nielsm>Gabda: good idea, I'd personally name the macros something shorter to type, e.g. TTIC/TTOC
04:11<nielsm>or CTIC/TOC
04:13<Gabda>yeah, that makes more sense
04:13*andythenorth FIRSing
04:16<andythenorth>do I remove liquids terminal or not? :P
04:16<andythenorth>it's not needed for gameplay
04:17<andythenorth>it was only added because output cargos were limited to 2
04:18<Gabda>CTIC, CTOC, or TICC, TOCC?
04:21<Gabda>it is my first time seeing the FIRS page, it is really nice
04:21<Gabda>andy, did you do this alone?
04:23<Gabda>I found the repo, and the committers
04:23<nielsm> ==> - huh?
04:23<andythenorth>I am the primary author, I get essential help from multiple other people :)
04:24<andythenorth>nielsm: categorising is hard :P
04:24<Eddi|zuHause>nielsm: the ways if steam are unknowable...
04:27<Eddi|zuHause>Gabda: do they not work as complete replacement for TIC and TOC?
04:27<nielsm>original TIC/TOC are faster
04:27<nielsm>but give difficult to interpret measurements
04:28<andythenorth>but will it coal->petrochemicals in Fischer-Tropsch plant? o_O
04:28<Gabda>I don't know if others want to use the original one or not, so only adding and not removing seems safer
04:31<Eddi|zuHause>seems odd to leave that decision up to a random person looking for a debug function who won't really know the difference
04:34<Gabda>that could be solved with a more detailed documentation
04:36<Gabda>I just saw the petrol station in FIRS: do you need to fuel the vehicles with coal/petrol?
04:37<Gabda>it would be interesting if you could only start from a coal mine/oil refinery
04:38<Eddi|zuHause>no, that is not a thing an industry NewGRF can do
04:38<LordAro>Gabda: i know it's not your issue as such, but technically speaking variables prefixed with double undeescore are reserved for compiler/standard library
04:39<Gabda>can it be done from a vehicle NewGRF?
04:40<Eddi|zuHause>a vehicle newgrf could alter running costs or stuff, but i don't think it can access any data about cargo delivery
04:41<Gabda>LordAro: well, I can make a PR with fixing these variable names in the original TIC and TOC first
04:41<nielsm>you'd need a GS or something controlling it and offering data to vehicles
04:46<Gabda>if I change the variable names to be ANSI-C compatible, is it a codechange or a fix?
04:47<Eddi|zuHause>or cleanup
04:47<Eddi|zuHause>it aint a fix if it aint broken :p
04:48<LordAro>Gabda: doesn't need a separate PR, just use the same one
04:49<Gabda>ok, same pr, separate commit then
04:52<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
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04:57<nielsm> I... am not sure this is intended
05:02<DorpsGek_II>[OpenTTD/OpenTTD] GabdaZM updated pull request #7306: Add: Chrono based TIC() and TOC() in debug
05:03<DorpsGek_II>[OpenTTD/OpenTTD] GabdaZM commented on pull request #7306: Add: Chrono based TIC() and TOC() in debug
05:06<Gabda>can you suggest some materials where I can start to understand what are these NewGRF-s exactly?
05:10<LordAro>Gabda: newgrf.cpp :p
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05:12<LordAro>Gabda: probably also helpful
05:13<Gabda>the wiki might be more user friendly :)
05:14*andythenorth wonders what the theme should be for FIRS 'In A Hot Country'
05:14<andythenorth>Steeltown theme is easy :P
05:14<andythenorth>it's iron + steel
05:16<andythenorth>all 3 Basic economies are themed to a region
05:17<andythenorth>the current released version of IAHC is themed as 'everything is delivered to ports, there is not much secondary processing'
05:17<andythenorth>and it's really boring :P
05:19<Eddi|zuHause>well, clearly the ports should work like secondary industries in this case
05:19<Eddi|zuHause>basically making a location restricted secondary industry
05:20<andythenorth>I did wonder about that
05:20<andythenorth>changing the production method
05:22<Eddi|zuHause>the other way would be to make the secondary industries available, but funding only
05:22<Eddi|zuHause>like original saw mill
05:22*andythenorth also considering processing to get FMSP and ENSP
05:22<Eddi|zuHause>so you get an agrarian society at game start, and have to industrialize it
05:23<andythenorth>instead of just ports
05:23<andythenorth>oh, so a 'build an industrial economy' kind of thing
05:23<andythenorth>I always thought that would be more a GS thing, but maybe it can be done in newgrf
05:24<andythenorth>it's an option yes
05:24<andythenorth>I think I'd rather see a GS build things for you, when certain triggers are reached
05:24<andythenorth>but that's not in scope for me :P
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05:28<andythenorth>be quite easy to do town cargos
05:28<andythenorth>imported vehicles, electronics, pharmaceuticals
05:28<andythenorth>but town cargos are currently very boring
05:28<andythenorth>esp. with cdist, which is broken
05:31<Eddi|zuHause>could distinguish between western ports (vehicles) and easter ports (electronics)
05:32<Eddi|zuHause>and the poriduction of ports should be really low compared to the fundable secondary industries
05:32<Eddi|zuHause>modulo spelling
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05:39<andythenorth>ports that check xy location on map? o_O
05:40<andythenorth>I suspect that port placement is already too fragile to support that :)
05:40<andythenorth>there are problems getting them built
05:41<Eddi|zuHause>make a layout that doesn't have to be placed on shore, but restrict that to map edge?
05:42<andythenorth>dry-land port?
05:42<andythenorth>customs zone?
05:42<Eddi|zuHause>customs seem appropriate
05:42<andythenorth>probably needs a backstop :P
05:43<Eddi|zuHause>what is even a backstop?
05:43<andythenorth>"Your island voted to leave the trading block"
05:43<andythenorth>what even is a backstop, yes
05:43<Eddi|zuHause>i mean, what was the meaning of the word "backstop" more than 2 years ago?
05:43<Eddi|zuHause>did that word exist?
05:44<Eddi|zuHause>new campain: "backstop or brexstop"
05:44<LordAro>the person standing behind the batter in baseball, i think
05:44<LordAro>clearly should've been wicket keeper
05:47<andythenorth>so why are some coast tiles not coast until I've bulldozed them
05:47<andythenorth>is it a bug?
05:49<TrueBrain>LordAro: you happen to know why PR#7086 replaces SDL1, and not make SDL1 and SDL2 co-exist?
05:50<LordAro>TrueBrain: because that's what we said to do
05:50<LordAro>SDL2 is plenty mature enough at this point
05:50<TrueBrain>in general, we keep old shit around for years (for not always a good reason); so I was wondering why in this case we remove support for a working driver? (honest question btw)
05:51<LordAro>for the same reason we don't support multiple versions of other libraries?
05:51<TrueBrain>except that in this case SDL1 and SDL2 are llike apple and oranges :D
05:51<TrueBrain>are we sure that all targets support SDL2?
05:52<TrueBrain>(like MorphOS, BeOS, etc)
05:52<LordAro> morphos appears not to
05:53<TrueBrain>mainly the reason I ask, is that I somehow expected them to co-exist, at least for a while, so we could see what breaks for weird targets we support :)
05:53<TrueBrain>but if this means we can remove MorphOS, I am also fine with that :P
05:54<TrueBrain>so that also for sure kills win9x :)
05:54<TrueBrain>BeOS, PSP, MorphOS
05:55<TrueBrain>so after that PR we rip out all the code related to it too?
05:55<LordAro>does win9x not use something native?
05:55<TrueBrain>possibly it runs the GDI, indeed
05:55<TrueBrain>but we are okay with that consequence? (BeOS, MorphOS mostly, I guess)
05:55<TrueBrain>(I am just asking the question; I have no preference of opinion on the matter really)
05:56<LordAro>haiku has replaced BeOS, afaict
05:56<LordAro>last release 2001, yeah, i think so
05:57<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth opened issue #7307: Inconsistent detection of coast tiles
05:57<TrueBrain>honestly, I am still of the opinion: if we don't have a CI for it, we should not support it :P (so I guess I do have an opinion on it :D)
05:57<TrueBrain>anyway, think about it .. dropping SDL1 means we lose some users I guess
05:58<Eddi|zuHause>TrueBrain: clearly we need a fringe-os-ci then :p
05:58<TrueBrain>Eddi|zuHause: fringe-os?
05:59<Eddi|zuHause>TrueBrain: i wasn't going to specify which os, so imagine "fringe" as a placeholder
05:59<TrueBrain>ah :)
05:59<TrueBrain>well, we should add a mingw-ci :P
05:59<Eddi|zuHause>we also need a disable-network ci and stuff like that
06:00<TrueBrain>or remove disable-network :)
06:00<andythenorth>7307 might be a FIRS bug, I don't undertand why it allows WATER_CLASS_NONE in those tiles
06:00<andythenorth>and possibly bulldozing the coast sets WATER_CLASS_NONE true
06:00<andythenorth>but eh
06:00<TrueBrain>the only OS we "support" disable-network for, is DOS
06:00<Eddi|zuHause>so we need a DOS ci :p
06:01<TrueBrain>that would do both, yes
06:01<TrueBrain>and would also test Allegro
06:01<TrueBrain>(which we only have because of DOS)
06:01*andythenorth wonders if there's a way to inspect tile props in-game
06:02<andythenorth>without debugger to step through the map array
06:04<andythenorth>ha ha
06:04<andythenorth>it's trees I think
06:04<TrueBrain>which you are not showing,ofc :P
06:05<TrueBrain>I see what you did there :D
06:05<andythenorth>so if there are trees on a coast tile
06:05<andythenorth>the land info tool is showing 'trees' not 'coast or riverbank'
06:05<andythenorth>not sure what newgrf is getting for waterclass in that case
06:05<andythenorth>but it's not what it wants
06:05<andythenorth>usually I have trees invisible, because they're crap
06:07<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain opened pull request #7308: Codechange: Remove ability for SDL to be dynamically loaded on Windows
06:07<TrueBrain>LordAro: I made it into a separate PR, because .. that makes most sense to me :D
06:07<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #7307: Inconsistent detection of coast tiles
06:08<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7298: Fix multiplayer emergency save
06:08<andythenorth>so should a coast tile with trees on it have a waterclass?
06:08<andythenorth>and what is it reporting as newgrf var in that case?
06:08<LordAro>TrueBrain: fair nuff
06:12<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7298: Fix multiplayer emergency save
06:12<TrueBrain> <- this is the same PR which was already declined before .. so .. shouldn't we just close it again?
06:13<TrueBrain>(I am asking as I was about to do that, but there might be fuzz in #openttd about it already :P)
06:13<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7298: Fix multiplayer emergency save
06:15<andythenorth>TrueBrain: it's just standard "I try asking again to see if I get a different answer"
06:18<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain closed pull request #7292: Change: No need to save AI/GS data when joining a multiplayer server
06:18<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7292: Change: No need to save AI/GS data when joining a multiplayer server
06:19<andythenorth>who is the trees-on-coasts newgrf variable expert?
06:19<andythenorth>is it peter1138 ?
06:19<andythenorth>is it Eddi|zuHause ?
06:19<andythenorth>is it TrueBrain ?
06:20<Eddi|zuHause>andythenorth: what seems to be the officer, problem?
06:20<TrueBrain>me? NewGRF expert of ANYTHING? :P Ha! Don't make me laugh :D
06:20<andythenorth>Eddi|zuHause: 7307 above :P
06:22<andythenorth>unless it's an nml bug o_O
06:22*andythenorth looks
06:25<Eddi|zuHause>andythenorth: looks like tiletype MP_TREES cannot have a water class
06:25<TrueBrain>I am looking at some PRs, and honestly wondering why we would want them .. there is also no argumentation what the benefit is :P
06:26<andythenorth>TrueBrain: give links?
06:26<Eddi|zuHause>return IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT);
06:26<TrueBrain>join as spectator on a SP?
06:26<andythenorth>to watch AIs
06:26<TrueBrain>I fail to see the usecase
06:26<andythenorth>there was long long long discussion for it
06:26<TrueBrain>so THAT should be in the PR at the VERY least
06:27<andythenorth>some features get accepted because the argument went on for too lojng
06:27<andythenorth>in fact, we make lots of important decisions that way in the world
06:27<andythenorth>whoever can bore eveyone else into submission wins
06:28<andythenorth>rules for PRs?
06:29<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain closed pull request #7158: Add: Client setting gui.start_spectator
06:29<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7158: Add: Client setting gui.start_spectator
06:30<TrueBrain>how is that for a rule? :)
06:30<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7167: Reset ai gs non anchored settings
06:30<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain closed pull request #7167: Reset ai gs non anchored settings
06:31<Eddi|zuHause>andythenorth: on first glance i see no technical reason why MP_TREES should have no waterclass if terrain type is shore
06:31<TrueBrain>michi_cc: <- what hold you back from approving it? (honest question)
06:31<andythenorth>Eddi|zuHause would you mind commenting on the issue? Or I can paste lines from here if you prefer
06:32<Eddi|zuHause>andythenorth: hold off on that for a moment
06:33<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7190: Fix #7188: AI instance crash when reloading AI in a server, and an AI…
06:35<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save.
06:35<+michi_cc>TrueBrain: peter's comment.
06:37<TrueBrain>michi_cc: ah; well, I guess he never managed to make it less vague :P Will ask him to either be more specific, or we go with your guts :)
06:37<Eddi|zuHause>"// XXX incomplete" <-- how descriptive
06:37<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7176: Fix #6633: Cargo monitor industry delivery now accounts for which IndustryID the cargo was delivered to
06:37<TrueBrain>Eddi|zuHause: it is obvious, not?
06:38<andythenorth>the funny smell in 7176 is that there's no reference GS implementation to test it against
06:38<andythenorth>and it's unlikely anyone will make one
06:38<andythenorth>so there's no way to check for unexpected consequences
06:39<andythenorth>I really think content API changes should require a reference test with content
06:39<andythenorth>it's a bit onerous, but at least it's then proven
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06:42<Eddi|zuHause>andythenorth: so you want to provide a test grf for #7000? :p
06:42<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
06:42<andythenorth>Eddi|zuHause: yes I do and I will
06:42<andythenorth>not today probably, family stuff to do
06:43<andythenorth>hmm 'track has catenary' is to cater for multi-mode on 3rd rail track?
06:43<andythenorth>or swiss restaurant cars?
06:43<andythenorth>or what?
06:44<andythenorth>are we sure frosch wasn't trolling? o_O
06:44<Eddi|zuHause>i'm never sure about that. except with TrueBrain, he's always trolling.
06:46<andythenorth>might as well make the nml patch, and include a test case there
06:46<andythenorth>did anyone start reference.grf yet?
06:46<andythenorth>we have maybe 30 or 40 active nml authors by my guess
06:48<TrueBrain>-<U+FEFF><?xml version="1.0" encoding="utf-8"?>
06:48<TrueBrain>+<?xml version="1.0" encoding="utf-8"?>
06:49<Eddi|zuHause>DEATH TO BOMS!
06:50<TrueBrain>LordAro: your patch (removing SDL) didn't work :P
06:50<LordAro>worked for me
06:51<TrueBrain>not possible :D You include a file that you remove :P
06:51<Eddi|zuHause>isn't there a git extension that can ignore BOMs same as \r or \r\n changes?
06:51<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7308: Codechange: Remove ability for SDL to be dynamically loaded on Windows
06:51<TrueBrain>LordAro: :P
06:52<TrueBrain>(I made this a new commit, as I wanted to be sure I did the right thing)
06:52<TrueBrain>especially the #undef part
06:53<LordAro>oh, the projects, of course
06:54<TrueBrain>yeah, but at the bottom
06:54<TrueBrain>2 files
06:54<LordAro>i bet the crashlog one is because windows & case insensitivity
06:54<LordAro>so it's just including SDL.h "twice"
06:55<LordAro>not sure how i missed the other one though
06:55<TrueBrain>but what I did is what we expect, right?
06:55<LordAro>yeah, looks fine
06:56<TrueBrain>hmm .. AP was testing an older version .. that is odd
06:56<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7308: Codechange: Remove ability for SDL to be dynamically loaded on Windows
07:06<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z opened pull request #7309: Fix #7307: Add WaterClass to MP_TREES
07:06<Eddi|zuHause>andythenorth: can you test whether this works at all?
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07:37<stefino>Hi all. I'm trying to make icons of signals but have no idea, how to code it into the game. I have a code like this what defines only signals itself but dont know if it is possible to make its icons. It shows signals real graphics now.
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07:58<+michi_cc>stefino: You have to use sprite replacement for that ( Unfortunately I don't know if there's any nice table showing the signal sprites.
08:00<stefino>michi_cc: I lookd here into railtypes and there is something abut signals - - extra_callback 1 what has 2 outputs - 0 and 0x10. I think that the second is the way but have no Idea how to code it
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08:08<@peter1138>What's wrong with SDL on Windows?
08:08<@peter1138>It's kinda pointless, but...
08:08<@peter1138>It did made testing my OpenGL stuff easier ;)
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08:15<LordAro>peter1138: nothing's wrong with it, it's just dynamically loaded, instead of actually being linked
08:19<TrueBrain>basically: we removed lot of special code; nothing changed
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08:21<supermop_Home_>Eddi|zuHause you've had me reading about hydrology off and on over the past few weeks here
08:21<supermop_Home_>mostly stuff I've read before but reading again for fun
08:31<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7309: Fix #7307: Add WaterClass to MP_TREES
08:31<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7309: Fix #7307: Add WaterClass to MP_TREES
08:36<Eddi|zuHause>supermop_Home_: how is that my fault?
08:38<supermop_Home_>talking about procedural river generation etc a while back
08:42<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7309: Fix #7307: Add WaterClass to MP_TREES
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08:43<Eddi|zuHause>supermop_Home_: yeah, but i did not come up with that idea
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08:45<Eddi|zuHause>supermop_Home_: i'm fairly sure that was andythenorth
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08:47<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
08:49<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7309: Fix #7307: Add WaterClass to MP_TREES
08:49<andythenorth>I believe someone has a patch
08:50<andythenorth>peter1138: did we implement lava yet btw?
08:50*andythenorth thinks landscape needs to be more 'interesting'
08:50<Eddi|zuHause>andythenorth: so, did you test #7309 yet?
08:50<supermop_Home_>if trees can be sea, can they prefer to be a certain type of tree
08:51<supermop_Home_>like palms or mangroves, or what ever salt tolerant trees they have in boreal areas?
08:51<Eddi|zuHause>supermop_Home_: i'm awaiting your NewGRF
08:52<@peter1138>I don't quite get why they need waterclass but...
08:52<Eddi|zuHause>peter1138: read #7307?
08:52<@peter1138>Yes but it doesn't explain much.
08:53<@peter1138>Trees can be on "the shore" which I guess means a shope that touches water at sea level.
08:53<@peter1138>But it's still a tree tile, not a water tile./
08:53<Eddi|zuHause>peter1138: they visually show a shore sprite
08:56<@peter1138>But it's still a tree tile.
08:56<Eddi|zuHause>peter1138: there are a bunch of tiles which are not MP_WATER but have a water class
08:56<@peter1138>What is querying the water class of a tree tile? And why?
08:57<Eddi|zuHause>peter1138: i'm not conceptually adding something significantly new
08:58<@peter1138>I'm sure you're not. I'm just trying to understand it.
08:58<andythenorth>Eddi|zuHause: 7309 appears to work
08:58<Eddi|zuHause>i don't know what you're missing...
08:58<@peter1138>What does it solve. That's what I'm missing.
08:58<@peter1138>andythenorth says it works. I dunno what works :p
08:58<andythenorth>I need to rewrite 7307 a bit, strictly
08:59<andythenorth>peter1138 it's for finding coast tiles
08:59<Eddi|zuHause>peter1138: i read #7307 as "my custom NewGRF industry placement check fails, because it tests for WaterClass, but some tiles that show up as shore don't have a WaterClass"
08:59<andythenorth>currently having a tree on it makes it not a coast tile
09:00<@peter1138>Eddi|zuHause, sorry, I blame github.
09:00<andythenorth>7307 would bear some rewriting, but eh
09:00<@peter1138>Why can't they make "#7307" in the title clickable and a reference.
09:00<@peter1138>Didn't notice it :(
09:00<@peter1138>So the real issue is that andythenorth plays with trees hidden :D
09:00<andythenorth>and why do i do that?
09:00<andythenorth>it's because tree generation sucks
09:01<@peter1138>No it doesn't.
09:01<andythenorth>didn't I invent newgrf trees once?
09:01<Eddi|zuHause>we should go through the regression complaints and check whether they are significant
09:01<andythenorth>where's that forests PR, the one that doesn't work?
09:01<@peter1138>I'll check it.
09:01<@peter1138>I probably have a patch for something somewhere.
09:02<@peter1138>Maybe I should put ALL my patches up in random PRs. With no context.
09:02<@peter1138>I mean, Samu does it :D
09:02<Eddi|zuHause>does that work out for him? :p
09:03<@peter1138>I mean, it works far better than leaving them as random .diffs in a directory on a server.
09:03<Eddi|zuHause>peter1138: but please import them into git with commit dates of 2005 :p
09:03<@peter1138>I could do that.
09:04<Eddi|zuHause>(or whatever file date :p)
09:04<@peter1138>git commit --date does actually exist.
09:06<@peter1138>Okay, the regression fails because the game now thinks it's a water tile, so can't build the HQ.
09:06<Eddi|zuHause>so, the regression seems to fail placing a HQ, but the error string is "ERR_TUNNEL_CANNOT_BUILD_ON_WATER"?
09:07<@peter1138>IsCoastTile() specifically only returns true if tiletype is MP_WATER.
09:07<Eddi|zuHause>i can look at that
09:07<andythenorth>regressions ftw
09:08<@peter1138>... can't build on water
09:09<Eddi|zuHause>peter1138: i'm a bit confused about the "TUNNEL" bit
09:09<@peter1138>Me too.
09:10<Eddi|zuHause>ah, regression fixed
09:10<@peter1138>src/script/api/script_tunnel.hpp: ERR_TUNNEL_CANNOT_BUILD_ON_WATER, // [STR_ERROR_CAN_T_BUILD_ON_WATER]
09:10<@peter1138>That seems to be an API bug.
09:11<@peter1138>It maps that string to a tunnel error.
09:12<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7309: Fix #7307: Add WaterClass to MP_TREES
09:13<@peter1138>That seems dubious :/
09:14<Eddi|zuHause>ok, i could put in an extra check for water class
09:15<@peter1138>Hmm, so plain grass tiles into the sea are actually MP_WATER?
09:15<@peter1138>Making more sense.
09:15<Eddi|zuHause>well, after they've been flooded
09:16<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7309: Fix #7307: Add WaterClass to MP_TREES
09:21<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7309: Fix #7307: Add WaterClass to MP_TREES
09:21<Eddi|zuHause>now with doc changes
09:22<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
09:23<TrueBrain> <- in case you want to read a rant
09:25<andythenorth>OP just hasn't actually tried it, so assumes I've banned it
09:25*andythenorth would never assume anything without testing first, right? :P
09:26<Eddi|zuHause>no, who in his right mind does that?
09:26<andythenorth>someone showed me ctrl-drag signals last year
09:26<@Alberth>ask for a test case :p
09:26<andythenorth>after I whined about needing that feature
09:26<@peter1138>Eddi|zuHause, so for the other tile types it doesn't matter that they are not flagged as CoastTiles, becuase... they require explicit clearing. Right?
09:26<andythenorth>exists for about 10 years :P
09:27<Eddi|zuHause>peter1138: yeah, i think so
09:27<Eddi|zuHause>peter1138: at least nobody ever complained about them :p
09:28<andythenorth>^ found that in Jan this year
09:28<Eddi|zuHause>andythenorth: there's a reason why these Ctrl+whatever features a called "hidden features" :p
09:28<andythenorth>ctrl-click depot flip?
09:28<Eddi|zuHause>s/ a / are /
09:28<andythenorth>oh I was getting kbanned if I mentioned that again :(
09:29<Eddi|zuHause>andythenorth: i'd post that picture with the text "wtf are you talking about?!?"
09:30<andythenorth>that helps make a nice community, yes :)
09:30<andythenorth>same OP that wanted all non-newest newgrfs deleted on bananas
09:30<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
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09:31<andythenorth>Alberth: so tags
09:31<andythenorth>obviously tags can be other formats thatn x.y.z
09:31<andythenorth>e.g. numeric build number or whatever
09:32<@Alberth>seems a more clean way out imho
09:32<andythenorth>tends to make a lot of spam in tags, not sure I care though
09:32<Eddi|zuHause>andythenorth: technically, "master" is also only a tag
09:32<andythenorth>it's an interesting approach to try
09:32<Eddi|zuHause>(just one that is automatically moved if you make a commit)
09:33<@Alberth>alternatively, you can make a file with hashes to build numbers or so
09:33<andythenorth>so we'd parse existing tags, find the chain of numeric version number tags, and increment?
09:33<andythenorth>what happens if two repos conflict on that?
09:33<Eddi|zuHause>one loses
09:34<@Alberth>tags don't get merged afaik
09:34<andythenorth>Eddi|zuHause: context.... "Still pondering on the numeric id. While code can generate something (say "days since 2000" or so), it immediately breaks if you ever release twice on a single day. You can increase precision, at the cost of a (possibly much) longer number."
09:34<@Alberth>ie you get "origin/tag" and just "tag"
09:34<Eddi|zuHause>i think you need some special git incantation to pull the tags
09:35<@Alberth>yes, tags aren't copied by default
09:35<@Alberth>at least light-weight tags
09:35<@Alberth>not sure about the not light-weight tags
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09:36<Eddi|zuHause>andythenorth: i'm more inclined to do something like "number of commits since root entry"
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09:36<Eddi|zuHause>you'll get duplicates on branches
09:36<@Alberth>Eddi|zuHause: + branchname to keep it unique
09:36<@peter1138>Should the land info tool report these tiles as "trees" or "coast or riverbank with trees" or something?
09:37<@Alberth>and horribly breaking if you ever change history
09:37<Eddi|zuHause>Alberth: you can put the branch name into the GRF name, but not in the A14 numeric version
09:37<andythenorth>peter1138: if it can compound, then "coast or riverbank with trees" is better
09:38<@peter1138>Well, it'd be an extra string.
09:38<andythenorth>might be TMWFTLB, translations
09:38<@peter1138>Cos, translations.
09:38<Eddi|zuHause>maybe you can add a file on release tags that fixes a version number
09:38<Eddi|zuHause>and make sure the bananas releases are monotonous
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09:38<Eddi|zuHause>development releases could stay somewhat fluid
09:39<andythenorth>so what's the version number used for?
09:39<andythenorth>I was a recipient of it rather than an author
09:39<Eddi|zuHause>andythenorth: the game only shows the highest number in the newgrf search
09:39<andythenorth>action 14 uses it to determined compatibility?
09:39<andythenorth>determine *
09:39<Eddi|zuHause>yes, also compatibility
09:39<@Alberth>users use it to find the newest
09:39<@Alberth>how many digits can it have?
09:40*andythenorth looks
09:40<Eddi|zuHause>probably DWORD?
09:40<andythenorth>strikes me as being quite hg-centric eh :P
09:40<andythenorth>lot of hg users involved in that spec :)
09:40<@Alberth>or svn-ish
09:40<Eddi|zuHause>i don't think hg was relevant for that spec
09:41<Eddi|zuHause>i read that as "DWORD"
09:42<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
09:43<@peter1138>Oh right.
09:43*peter1138 tries to decide what to do with the rv-path-cache.
09:44<Eddi|zuHause>NotSaveLoad branch :p
09:47<andythenorth>ok so we do need a numeric rev
09:47<@peter1138>manually update it :p
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09:47<andythenorth>I do manually update the min. version
09:48<andythenorth>can it parse semver?
09:48<andythenorth>probably not eh
09:54<andythenorth>switch back to hg? o_O
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09:55<@peter1138>git rev-list --count too ambiguous?
09:55<andythenorth>it might be fine
09:55<@Alberth>add a file with hashes and numbers, or have tags where the compatibility cannot be specified
09:55<andythenorth>per commit, it's coming out with quite different results to hg
09:56<andythenorth>which would be fine if no grfs were released already :P
09:56<Eddi|zuHause>yes, because hg tracks the number across all branches
09:56<andythenorth>I could just add 1 to the start :P
09:56<TrueBrain>what are you trying to solve?! :)
09:56<andythenorth>I have to have a newgrf version number for $reasons
09:56<@peter1138>git rev-list HEAD --count I guess.
09:56<Eddi|zuHause>andythenorth: just add the current highest number
09:56<andythenorth>fixed offset?
09:56<andythenorth>expedient solution
09:57<LordAro>i did that for aroai, iirc
09:57<Eddi|zuHause>(i'm pretty sure i said that last time)
09:58<andythenorth>I was hoping we'd find something less crude
09:58<andythenorth>it's good engineering, but seems wrong
09:58<@Alberth>git isn't a very nice vcs :p
09:58<@peter1138>It is very nice.
09:58<Eddi|zuHause>git is horrible to use, but apparently there is a religious following
09:59<@Alberth>it's very technically correct but not nice
09:59<@peter1138>It just doesn't try to pretend there's a canonical revision number.
09:59<@Alberth>it totally ignores user needs
09:59<Eddi|zuHause>or conventions
09:59<andythenorth>I think it's quite divisive
09:59*LordAro gets some popcorn
09:59<andythenorth>as soon as I started using git, I could get stuff done
09:59<andythenorth>I never had to learn how it worked
09:59<Eddi|zuHause>i wouldn't choose git if i weren't pressured into it
10:00*andythenorth still hasn't learnt how it works
10:00<@Alberth>plenty of knowledgeable people around :)
10:01<andythenorth>I never needed to learn it so far
10:01<andythenorth>ha ha remember svn?
10:01*andythenorth remembers when we moved from whatever predated svn
10:01<Eddi|zuHause>it has gotten better with github, it actually provides a "here's how to do a few common tasks" introduction
10:02<@peter1138>andythenorth, you could just tag every release?
10:02<@peter1138>Or do you release pretty much every commit?
10:02<andythenorth>I do annotated tags for releases
10:03<@Alberth>every push gets build at devzone + nightlies
10:03<andythenorth>but the tag rev there has nothing to do with this tedious version number
10:03<andythenorth>I know why we have to have it
10:03<andythenorth>but eh
10:03<andythenorth>newgrf has grfid, version, and outside the spec, we have a convention of semver tagging
10:03<andythenorth>it's always looked like a cluster fuck to me, but that's newgrf :P
10:04<Eddi|zuHause>andythenorth: well, you could also live with the fact that nightlies have no meaningful version, and only use release tag version increments
10:04<@peter1138>git describe --tag?
10:04<@Alberth>could use git describe for that
10:05<andythenorth>I am happy to use whatever crude solution works
10:05<andythenorth>but there are another 100 or devzone projects to port behind FIRS
10:05<andythenorth>eh, maybe those users won't like git either :D
10:05<andythenorth>this seems to be a repeating issue eh?
10:06<andythenorth>didn't we have same problem for OpenTTD?
10:06<@peter1138>Although we "fixed" it by not having any merge commits.
10:07<Eddi|zuHause>we didn't fix it, we just ignored the need for an incremental version
10:07<@peter1138>Well.. ok
10:07<andythenorth>can I do that? :P
10:07<Eddi|zuHause>(newgrf versioning still broken)
10:07<@peter1138>$ git describe --tags
10:07<Eddi|zuHause>andythenorth: not really
10:07<@peter1138>So... is 3.0.12-4 useful?
10:08<@peter1138>Or does it have to be a single number?
10:08<andythenorth>I am unsure what a14 requires
10:08<@Alberth>not in the grand scheme of things, where 3.0.13 should have a higher number
10:08*andythenorth looks again
10:08<Eddi|zuHause>peter1138: has to be converted to a dword
10:08<andythenorth>LordAro: that XKCD is about hg surely? :P
10:08<@Alberth>that only increases
10:09<andythenorth>that's how I was taught hg
10:09<andythenorth>almost word for word
10:09<andythenorth>how about
10:09<andythenorth>a commit hook that pushes to a remote hg repo, over hg-git
10:09<andythenorth>then a script that reads the rev from that hg repo
10:09<@peter1138>major << 24 | minor << 16 | build << 8 | revision
10:10<@peter1138>3.0.12-4 becomes 03000C04.
10:10<@peter1138>Of course, it's still not unique across branches.
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10:10<@peter1138>So you might as well just use the rev-list version :p
10:11<drac_boy>hi there .. any interesting codings today? :)
10:11<andythenorth>I wonder if the 'unique across branches' requirement matters, in the real world
10:11<andythenorth>this isn't an algorithmic proof that we need :P
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10:11<TrueBrain>force branches to have an unique NewGRF ID? :)
10:12<andythenorth>ouch TB
10:12<TrueBrain>(as otherwise it doesn't make sense anyway)
10:12<andythenorth>can I reserve some ID ranges please?
10:12<TrueBrain>branches in NewGRF context make so little sense to me :)
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10:12<andythenorth>I have switched to git mostly so I can use branches
10:12<TrueBrain>locally, sure
10:12<TrueBrain>but ... public? :)
10:13<andythenorth>case in point, NRT
10:13<andythenorth>the first public test was a branch of Road Hog
10:13<andythenorth>also, the major problem with testing newgrf spec changes is having grfs
10:13<TrueBrain>and version wise ... it cannot be newer or equal to 'master' ..
10:14*andythenorth plans to use branches for that
10:14<TrueBrain>so .. another NewGRF ID is the only choice there :P
10:14<andythenorth>I don't disagree
10:14<andythenorth>is that like agreeing?
10:14<drac_boy>so anyway just a bit curious about rechecking on this but could one probably made a wagon as a empty sprite (aka its invisible like a cloak) .. it'll just be difficult to deal with in the depot
10:15<andythenorth>drac_boy: yes
10:15<andythenorth>but you can use a specific depot sprite if you need to
10:15<@Alberth>have a tag as first commit in a branch, and use that as base for naming things?
10:16<Beerbelott>I am testing a new geature which makes me generate new games from heightmap files directly from CLI
10:16<@Alberth>no idea if you can find such a tag
10:16<andythenorth>so given the limitations of grf ID, how could I mash the branch name into a grfid?
10:16<Beerbelott>I encounter occasional hang of the game on trying to exit the game
10:16<Beerbelott>Is someone w/ experience available to help me track down that oddity?
10:16<andythenorth>do we have any way to check for grfid colisions?
10:16<@Alberth>andythenorth: git describe relative to that tag
10:17<andythenorth>can I apply for a block of grfids?
10:17<andythenorth>like IP v4 addresses
10:17<@Alberth>doesn't there exist something like that in the spec?
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10:20<TrueBrain>can we remove NewGRF? :)
10:20<andythenorth>yes, if we replace it
10:21<Beerbelott>seems the editor code is buggy...
10:21<andythenorth>we could make a new set of mistakes
10:21<TrueBrain>I recently read a rant about how XML is awesome, we just all use it wrong
10:21<andythenorth>I am tempted to ask for the link
10:21<andythenorth>but my head hurts, and it won't be funny
10:21<drac_boy>ty andy, and yeah I noticed re the ottd-specific depot sprite thing too .. might think about that
10:21<@Alberth>as in, don't try to manually read or write it?
10:22<drac_boy>anyway going think some ore re 2-part "wagon" as to be able to carry 2 cargos at once .. still not sure if I'll want to bother releasing the grf like that tho
10:22<andythenorth>imagine it without namespaces :(
10:22<andythenorth>like CSS
10:22<andythenorth>or javascript
10:23<andythenorth>I did wonder about newgrf in yaml
10:23<andythenorth>I think I even wrote a pseudo-code thing for it somewhere
10:23<@Alberth>you could get quite far even, I think
10:25<andythenorth>oh yaml can take binaries
10:25*andythenorth didn't know that
10:25<andythenorth>picture: !!binary | [data]
10:26<andythenorth>so it could handle sprites
10:26<@Alberth>it also knows about sharing data
10:26<andythenorth>and it can take arbitrary classes
10:26<andythenorth>so we could encapsulate callbacks / switch chains as arbitrary functions, encoded
10:27<@Alberth>nice linker format :p
10:27<andythenorth>so make OpenTTD read yaml
10:27<andythenorth>write a utility that helps authors create valid yaml
10:27<andythenorth>delete nml
10:27<@Alberth>make nml2
10:28<andythenorth>delete nfo
10:28<@Alberth>no, nfo is the assembly language of the processor (ie the stuff inside "binary")
10:28<andythenorth>presumably we could have a compatibility mode to existing grf spec?
10:28<andythenorth>hmm nvm, we talk at right angles :)
10:28<drac_boy>alberth yeah I was just about to say 'no, but you could make it yaml-nfo instead' :)
10:29<andythenorth>I was proposing removing the entire current spec
10:29<andythenorth>lock stock, two smoking barrels
10:29<@Alberth>wouldn't that be simply grf version n+1 ?
10:30<@Alberth>very non-backawards compatible
10:30<andythenorth>seems versions are hard :P
10:30<andythenorth>maintaining two entire content APIs inside OpenTTD is unwise
10:31<andythenorth>also doesn't GS need removed?
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10:33<@Alberth>drac_boy: could be nice and hopefully have much more text in it
10:33<andythenorth>I was supposed to be fixing FIRS version number :P
10:33<@Alberth>should just ban all numbers :p
10:34<andythenorth>currently I've hard-coded it to '1'
10:34<andythenorth>I mean, it works
10:34<@Alberth>that only needs to change when you break compatibility right?
10:37<@Alberth>but rev count from a tag near the base of the branch, starting with same name as the grf. Would work if you don't change public commits
10:37<@Alberth>don't know what happens if you merge such a thing
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10:52<drac_boy> for today I guess :)
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10:52<DorpsGek_II>[OpenTTD/CompileFarm] TrueBrain opened pull request #27: Add: also support CMake projects (this takes precedence)
10:52<TrueBrain>anyone wants to press the approve button there ^^ ? :)
10:56<DorpsGek_II>[OpenTTD/CompileFarm] frosch123 approved pull request #27: Add: also support CMake projects (this takes precedence)
10:57<TrueBrain>ty :)
10:57<frosch123>who is allowed to assign labels to prs?
10:57<frosch123>it looks like people opening them cannot do that
10:57<TrueBrain>I think that is the default, yes
10:57<TrueBrain>only contributors, I am guessing
10:58<frosch123>well, i unsubbed from ottd since i cannot handle 1000 mails a month
10:58<frosch123>but i would still like to find newgrf related prs
10:58<TrueBrain>haha, I unsubbed for the same reason :D
10:59<TrueBrain>not sure if something exist that labels based on the PR changes or keywords
10:59<@Alberth>it has an API doesn't it?
10:59<TrueBrain>but currently the PR list is huge, and a bit noisy :)
11:01<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
11:02<TrueBrain>owh, right, I wanted to wait with tha tpush till the linux dockers were updated .. oops .. forgot
11:04<DorpsGek_II>[OpenTTD/CompileFarm] TrueBrain merged pull request #27: Add: also support CMake projects (this takes precedence)
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11:07<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
11:11<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7308: Codechange: Remove ability for SDL to be dynamically loaded on Windows
11:11<TrueBrain>LordAro: yes, it counts like that
11:11<TrueBrain>but .. I also looked at it
11:11<TrueBrain>so meh :)
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11:13<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain merged pull request #7308: Codechange: Remove ability for SDL to be dynamically loaded on Windows
11:13<andythenorth>I was trying to keep up with PRs and maybe label a few
11:13<andythenorth>but the rate is high, and the quality tends to low
11:13<andythenorth>there is only so much I want to be andythenorth doing admin
11:13<andythenorth>I would much rather be andythenorth making newgrfs
11:14<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7304: Codechange: No need to buffer and format sign strings, they are C-style strings to start with
11:14<Samu>i received 18 emails :(
11:14<Samu>all from github
11:14<TrueBrain>your own fault; you make 100000 PRs
11:14<TrueBrain>don't be bitching you receive emails because of that ;)
11:16<Samu>Patric Stout everywhere
11:16<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
11:17<LordAro>i've received 38 OTTD emails today alone
11:18-!-Wormnest [~Wormnest@] has quit [Ping timeout: 480 seconds]
11:18<LordAro>and almost none of them are to do with anything i've done
11:18<LordAro>so stop whining
11:18<Samu>it's documented where?
11:19<LordAro>TrueBrain: if Samu says another thing without any context at all, can you kick him?
11:19<TrueBrain>@op LordAro
11:19-!-mode/#openttd [+o LordAro] by DorpsGek
11:20<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7298: Fix multiplayer emergency save
11:20<TrueBrain>so tempted to 'fix' #7298, just so we can merge it :)
11:21<@LordAro>oh, i meant to go shopping
11:21*LordAro vanishes
11:21<TrueBrain>"make: *** No rule to make target 'test'. Stop." :D
11:22<Samu>I don't know how to make a templated function
11:22<TrueBrain>w00p, CMake autodetection works on Linux too (on CI) :D
11:23<@Alberth>yeah, don't try to configure anything else than default :p
11:23<@LordAro>Samu: none of us were born with the knowledge either, dear
11:23<@LordAro>TrueBrain: relatedly, i did find myself missing the `run` target
11:26<TrueBrain>LordAro: yeah, and a few more
11:26<TrueBrain>but those can be fixed up later :)
11:26<TrueBrain>those are the easy things to fix :)
11:26<TrueBrain>awh, you cannot define a custom target 'test'
11:26<TrueBrain>that is annoying
11:27<@LordAro>heh, yeah, didn't even think about all the bundles targets
11:28<TrueBrain>etc etc :)
11:28<TrueBrain>but having it all in CMake means we are OS agnostic :D
11:29<@Alberth>for the OSes supported by CMake :p
11:30<TrueBrain>fair; but that is the whole idea of the cmake push :)
11:37<TrueBrain>hmm .. 'make test' doesn't compile the binary ..
11:40<Beerbelott>How does one add a commit to an existing PR? does adding a commit to the branch on which the PR is based enough?
11:41<TrueBrain>okay .. 'make test' in CMake does not run 'make all' first
11:41<TrueBrain>Beerbelott: yes
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11:43<Samu>is this a templated function
11:44<DorpsGek_II>[OpenTTD/CompileFarm] TrueBrain opened pull request #28: Fix: CMake 'make test' does not run 'make all'. Make this explicit.
11:44<Beerbelott>TrueBrain Thx :
11:45<TrueBrain>sometimes 3 letters are enough to answer a question :)
11:45<TrueBrain>other times it seems you need to be a wizard :P
11:49<Samu>how do I download older versions of my script from bananas?
11:49<Samu>I thought I could do that :(
11:50<Samu>isn't there an archive website?
11:50<TrueBrain>by ToS of BaNaNaS, you can only download the latest version
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11:50<TrueBrain>(people never read a ToS :( )
11:50<TrueBrain>hi nielsm :)
11:51<nielsm>hello again
11:51<Samu>it's my own script :|
11:52<nielsm>did anything of note happen in the last 7 hours?
11:53<@Alberth>probably, but possibly not in this channel
11:55<Samu>plz i need several versions of my ai to test my PR
11:55<TrueBrain>nielsm: CMake is starting to work more and more :P
11:59<TrueBrain>anyone mind approving pretty plzzzzz??? :)
12:00<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7298: Fix multiplayer emergency save
12:01<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7298: Fix multiplayer emergency save
12:01<TrueBrain>nielsm: I think LordAro was bitching you misspelled the word :)
12:01<TrueBrain>missing n :)
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12:02-!-glx is "Loïc GUILLOUX" on @#openttd.noai #openttd.notice +#openttd
12:03<DorpsGek_II>[OpenTTD/CompileFarm] TrueBrain merged pull request #28: Fix: CMake 'make test' does not run 'make all'. Make this explicit.
12:03<Samu>rip LuDiAI AfterFix v1-v8
12:04<Samu>i thought i could download older vers
12:04<TrueBrain>morning glx :)
12:04<+glx>was away :)
12:04<TrueBrain>glx: I think I can run regression via MSVC too, via CMake \o/ :D
12:04<TrueBrain>this will be so goooooodddddd
12:05<TrueBrain>just have to figure out how to run a project inside a solution :D
12:05<@peter1138>Samu, can't you?
12:07<+glx>I think I tried to do that, and ended with running regression directly in CI yaml
12:08<TrueBrain>and I managed to fix lzo shit
12:08<TrueBrain>it was shit
12:08<TrueBrain>many OSes fix up lzo to be less shit
12:08<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7304: Codechange: Sort and filter sign names directly rather than through string system.
12:08<TrueBrain>their include files include <lzo/lzoconf.h> .. and yes, <> and lzo/ ...
12:09<+glx>yes lzo provided .pc is broken
12:09<+michi_cc>peter1138: Did you have any further thoughts on #7176?
12:09<TrueBrain>glx: well, yes and no .. for most OSes, it works fine :)
12:09<TrueBrain>and it is more like all other libs do stuff
12:09<+glx>by luck
12:09<TrueBrain>no, not by luck
12:09<TrueBrain>most OSes fix the headers
12:09<@peter1138>michi_cc, not really. I wasn't sure of the intentions of it all when I first looked.
12:09<TrueBrain>it is really the headers that are wrong
12:09<@peter1138>michi_cc, I'm still not sure but if it works... :)
12:09<TrueBrain>the rest is how it "should be"
12:10<TrueBrain>but brew for example does not fix them
12:10<TrueBrain>causing this ... misery
12:10<@peter1138>Samu, ^^ that last merge.
12:11<+glx>brew does weird stuff, a separate dir for installed lib is not optimal
12:11<TrueBrain>yeah, but that is not really the issue here
12:11<+glx>from the user pov
12:11<TrueBrain>it is just that lzo is foobar
12:11<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7306: Add: Chrono based TIC() and TOC() in debug
12:11<TrueBrain> <- to be exact, this is what is fucked up :)
12:11<+michi_cc>I'm sure there is at least one CityBuilder server out there that relies on the wrong behaviour, but bug-compatibility isn't a good goal...
12:12<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7304: Codechange: Sort and filter sign names directly rather than through string system.
12:12<DorpsGek_II>[OpenTTD/OpenTTD] PeterN closed issue #7303: AI Sign List slowdowns the more signs there are
12:13<@peter1138>michi_cc, I got confused wondering about when it is source and when it is destination.
12:13<+glx>#include <lzo/lzo1x.h> was failing in our code too IIRC
12:13<TrueBrain>glx: yup; most other libraries all don't require the 'lzo' part (like freetype, SDL,..)
12:13<TrueBrain>so like 4 mistakes in a row results in a very small solution space to fix this
12:13<TrueBrain>but okay .. it is fixed, it works :)
12:14<@peter1138>Samu, game should still be playable with the sign list open now.
12:14<Samu>oh :)
12:14<Samu>btw I need old versions of my AI, or of someone's AI
12:14<DorpsGek_II>[OpenTTD/OpenTTD] michicc approved pull request #7176: Fix #6633: Cargo monitor industry delivery now accounts for which IndustryID the cargo was delivered to
12:14<DorpsGek_II>[OpenTTD/OpenTTD] michicc merged pull request #7176: Fix #6633: Cargo monitor industry delivery now accounts for which IndustryID the cargo was delivered to
12:14<Samu>to test this
12:14<DorpsGek_II>[OpenTTD/OpenTTD] michicc closed issue #6633: cargomonitor industry delivery
12:15<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
12:15<@peter1138>Samu, can't you download your own AIs from bananas?
12:15<Samu>i can only download latest version
12:15<nielsm>okay let's get to derail some valleys
12:16<@peter1138>Even from the management-side?
12:16<nielsm>for real
12:16<TrueBrain>nielsm: that is just a cool game :)
12:16<@peter1138>Hmm, should I buy it?
12:16<@peter1138>I played the demo...
12:16<TrueBrain>just? such
12:16<@peter1138>I wonder if they fixed time. In the demo time went super fast, which is a bit awkward for a VR game with basically real time gameplay.
12:18<@peter1138>See, you should really have all your versions available as git tags in your AIAI repo ;)
12:19<+glx>hmm forgot to add a file TrueBrain ?
12:19<TrueBrain>I love these blank statements :)
12:19<TrueBrain>a bit more specific would be nice :)
12:20<TrueBrain>lemme check ..
12:20<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
12:21<Samu>ok, gonna test sign list stuff instead
12:21<TrueBrain>"Unable to retrieve file content for path /azure-pipelines/templates/linux-build.yml from repository self using ref refs/pull/7270/merge and commit 8fc61b5df7913d8e1d1d9f7d6774846a20642ae9: Bad credentials"
12:21-!-Eddi|zuHause2 is now known as Eddi|zuHause
12:21<Eddi|zuHause>you hacker!
12:21<@peter1138>Samu, well it's merged now, it better be better.
12:21<@peter1138>Samu, it certainly was for me.
12:23<andythenorth>did we delete newgrf yet?
12:24<TrueBrain>no, but the Linux CI is now building via CMake; w00p :)
12:24<Eddi|zuHause><TrueBrain> so .. another NewGRF ID is the only choice there :P <-- maybe announce that you're reserving 1 million GRF IDs for every possible branch you might do in the future? :p
12:25<TrueBrain>Eddi|zuHause: sounds good to me!
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12:26<@peter1138>Especially OzTrans'?
12:26<Eddi|zuHause>andythenorth: different GRF-IDs for master (testing) and releases doesn't sound like a hugely terrible idea. that way you can make nightlies available on bananas and hide them, while keeping the latest release there as well
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12:28<DorpsGek_II>[OpenTTD/OpenTTD] PeterN approved pull request #7309: Fix #7307: Add WaterClass to MP_TREES
12:28<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #7147: Change: Synchronize randomness in vehicle introduction…
12:30<andythenorth>TrueBrain: shall we apply the 'unlucky' hammer to some PRs?
12:30<Eddi|zuHause>don't we have stalebot for that? :p
12:31<andythenorth>we seem to be gaining a lot of optional settings
12:31<TrueBrain>I noticed people push rebases, which voids stalebots activities
12:31<Eddi|zuHause>damn people :p
12:31<andythenorth>which isn't against the stated goals, but is preferred to not happen
12:31<TrueBrain>well, first, FOOD!
12:31<andythenorth>like, how many settings do we need?
12:31<@peter1138>Settings are not bad when they make fundamental gameplay changes.
12:32<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
12:32<Samu>hmm generating the list for the first time is taking 4 secs
12:32<Samu>used to be faster if I recall
12:33<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7309: Fix #7307: Add WaterClass to MP_TREES
12:33<DorpsGek_II>[OpenTTD/OpenTTD] PeterN closed issue #7307: Inconsistent detection of coast tiles
12:34<Samu>are you sure you fixed it? i'm getting 7,500 ms stall
12:34<Samu>the worst result
12:34<@peter1138>Samu, what.
12:34<@peter1138>Of course I tested it.
12:34<@peter1138>I posted results too.
12:34<@peter1138>There's no way it can be slower :/
12:34<Samu>maybe windows?
12:34<+glx>debug or release build ?
12:34<Samu>release, master build
12:34<@peter1138>It's doing less under all circumstances.
12:36<@peter1138>That's from Friday.
12:36<@peter1138>You haven't updated/compiled.
12:37<Samu>must push or so
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12:38<Samu>ok retesting
12:38<Samu>yeah i didn't push
12:38<Samu>i fail at this stuff yet
12:38<@peter1138>You don't need to push. You pull (or ff merge into your master)
12:39<@peter1138>andythenorth, was there a test case for 7147?
12:41<Eddi|zuHause>maybe the default trucks?
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12:42<Samu>the best result yet
12:42<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7147: Change: Synchronize randomness in vehicle introduction…
12:43<@peter1138>Oh, 65k signs.
12:43<Samu>it's removing signs
12:43<@peter1138>I didn't test beyond 38k signs.
12:44<Samu>wonder what's like when adding signs
12:44<@peter1138>Samu, exactly the same.
12:44<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
12:44<@peter1138>It still GSort's the entire list.
12:45<@peter1138>Samu, also you can have the sign list shaded and it doesn't re-sort now.
12:45<@peter1138>Hmm, I'm up to 25ms with 62k signs.
12:45<@peter1138>I guess my PC is just a bit faster.
12:45<Samu>this is a bulldozer
12:45<@peter1138>Oh, crappy AMD.
12:46<@peter1138>64000 signs.
12:47<@peter1138>I'm sure it's not useful to have that many signs, but fixing it being horribly slow is worth while.
12:49<Eddi|zuHause>Gwyd voiced a concern about not synchronizing vehicles between different GRFs, i should probably adress that
12:49<andythenorth>peter1138: 7147 can be tested with Iron Horse 2 Alpha 7
12:49<andythenorth>or I'm testing it now
12:49<@peter1138>Hmm, what if it's an add-on set?
12:49<andythenorth>it's synchronised anyway, no?
12:49<@peter1138>andythenorth, I'm guessing maybe it shouldn't be.
12:50<andythenorth>yeah no it should
12:50<andythenorth>global adjustment of specific days
12:50<Eddi|zuHause>more likely it shouldn't than it should.
12:50<@peter1138>For independent sets, does it matter?
12:50<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
12:50<andythenorth>well no
12:50<andythenorth>but $somebody is going to care about it being unsynchronised
12:50<Eddi|zuHause>i'd just XOR the seed with the grfid
12:50<andythenorth>$nobody is going to care about it being synchronised
12:51<andythenorth>most people will never even know this exists
12:51<@peter1138>andythenorth, well, Gwyd is $nobody?
12:51<Eddi|zuHause>just looking for a way to access that
12:52<andythenorth>I rephrase
12:52<andythenorth>$somebody will request synchronisation
12:52<@peter1138>Eddi|zuHause, ^^
12:52<andythenorth>$nobody will request isolation of randomisation per grf
12:53<Eddi|zuHause>peter1138: yeah, i would have found that in the near future :p
12:53<@peter1138>Ah, you mean nobody will notice it if it's synchronized, but they will if it's not.
12:54<@peter1138>So... bitstuffing into a std::deque, or use two std::deque, or rewrite the saveload stuff to work with a struct in a single std::deque?
12:54<andythenorth>7147 works
12:54<andythenorth>peter1138: yes
12:54<@peter1138>Hmm, damn, I pulled added a reference to JGR's patchpack, and now gitg's default "All commits" view starts at svn r5862...
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12:55<Eddi|zuHause>i wouldn't do a hacky addon-rewrite, it's not worth it. and a complete rewrite is probably too extensive. so i'd lean towards the two queues
12:56<@peter1138>It was a hacky rewrite, although it has precedent in other objects.
12:57<@peter1138>JGR's pack allows 16k x 16k maps, so that'd break.
12:57<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #7147: Change: Synchronize randomness in vehicle introduction…
12:57<@peter1138>"(The NewGRF debug inspection window is disabled for all map coordinates longer than 27 bits)."
12:57<@peter1138>Oh dear.
12:57<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
12:58<Eddi|zuHause>yeah, the bitstuffing is probably not the right way...
12:58<@peter1138>Well, I could bitstuff into a uint64 :-)
12:59<@peter1138>Maybe I should look into the supporting a struct inside the dequeu.
12:59<@peter1138>SLE_UINT32 -> SLE_SUB_DESC
13:00<@peter1138>add another field with a _sl_desc
13:00<@peter1138>All for this one feature, and it's cache, lol.
13:00<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7147: Change: Synchronize randomness in vehicle introduction…
13:01<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7147: Change: Synchronize randomness in vehicle introduction…
13:01<@peter1138>Incidentally, why the heck do we bit-stuff the saveload description stuff :/
13:01<Eddi|zuHause>hysterical raisins?
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13:03<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7147: Change: Synchronize randomness in vehicle introduction…
13:04<@peter1138>void *address... I could abuse that :p
13:04<Eddi|zuHause>no, that's the offset to the struct members...
13:05<Eddi|zuHause>i'd rather not touch that :)
13:06<Eddi|zuHause>maybe we should also not synchronize between vehicle types
13:08<Samu>Not a fan of this "magic" -2 value. What's wrong with using versionParam "as is" ? It's documented as "The version of the game script, or -1 if you want the latest"
13:08<Samu>LordAro, where is the document sayin that?
13:09<Samu>i rather fix the documentation
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13:11<@LordAro>Samu: CONTEXT.
13:12<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
13:12<@LordAro>while i may have written that line, i've no clue which one of your many PRs it was on, and i can't be bothered to go and look for it
13:12<andythenorth>so Mac OS includes a password generator in the keychain
13:12<andythenorth>it *regularly* does stuff like this :P
13:13<andythenorth>so either the English language is *crammed* with rude sounding word pairs
13:13<andythenorth>or it's coded by a troll
13:13<Samu>the problem is... in console you can startai "ainame".version
13:13<Samu>when saving, the name of the AI is saved like that
13:14<DorpsGek_II>[OpenTTD/OpenTTD] Berbe commented on pull request #7286: Add #2155: newheightmapgame command
13:14<@LordAro>Samu: and please respond to github comments on github
13:14<@LordAro>i swear to god
13:15<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7147: Change: Synchronize randomness in vehicle introduction…
13:15<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7147: Change: Synchronize randomness in vehicle introduction…
13:16<andythenorth>oh FFS
13:16<andythenorth>Azure needs an MS account
13:16<andythenorth>and MS account needs email verification
13:16<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save.
13:16<@peter1138>Oh right, that won't work due to templates.
13:16<@peter1138>Damn it.
13:17<Beerbelott>Eddi|zuHause: Does the commit checker on PR #2155 fails because of commit names again?
13:17<Eddi|zuHause>andythenorth: somewhat reminds me of
13:18<Eddi|zuHause>Beerbelott: that doesn't sound like a valid PR#
13:19<Beerbelott>PR #7286 (issue #2155)
13:19<Samu>is this the documentation?
13:20<andythenorth>ok so I'm in Azure
13:20<Eddi|zuHause>Beerbelott: regression failed
13:20<Eddi|zuHause>Beerbelott: type "make regression" to run it locally
13:21<TrueBrain>andythenorth: good luck!
13:21<andythenorth>I broke it
13:22<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
13:22<Eddi|zuHause><peter1138> Oh right, that won't work due to templates. <-- yeah, the whole whatever_desc need to be replaced by templates, that's why a halfassed rewrite won't work
13:23<Samu>can't find anything about -1, -2
13:23<Beerbelott>Eddi|zuHause: Thx. Oh damn, what have I done? ;) Checking
13:23<Samu>in the documentation
13:23<TrueBrain>ramblings of a mad man
13:24<andythenorth>unbroke it
13:24<TrueBrain>YOU GO GIRL
13:24<TrueBrain>seriously, AP is being annoying today
13:24<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
13:24<@LordAro>Samu: i was referring to the function documentation - the /** ... */ comments. in this case, game_scanner.cpp & ai_scanner.cpp
13:25<Samu>let me look
13:25<andythenorth>AP is slow eh
13:25<andythenorth>it is what it is I guess
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13:25<andythenorth>needs to d/l all deps all jobs
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13:28<andythenorth>oh now I have 2 pipelines
13:28<andythenorth>is that intended?
13:28<TrueBrain>did you want to make 2?
13:29<andythenorth>I went back and edited my first pipeline
13:29<andythenorth>then saved
13:29<TrueBrain>there is your answer :)
13:29<Samu>darn, i really needed my old AIs for testing
13:29<TrueBrain>saving should not create a new one
13:29<andythenorth>maybe I can edit this yaml in git
13:29<andythenorth>I am shit at the Azure UI
13:30<TrueBrain>like said before, I found it easiest to use the UI at first, as for the YAML you need to know each tasks and what it can do .. I still first make the task via the UI, than export to YAML to see what it should be :P
13:30<TrueBrain>(for that I made a non-YAML-based pipeline)
13:30<andythenorth>I can't find any click-click UI
13:30<TrueBrain>at the bottom when creating a pipeline you can select: Empty Pipeline, I think
13:30<andythenorth>I got a wizard that told me to make a python yaml
13:31<TrueBrain>lets see ...
13:32<TrueBrain>okay, that is hidden :D
13:32<andythenorth>ok I deleted my project and start again
13:32<andythenorth>that one was rekt
13:32<Eddi|zuHause>andythenorth: since you're now an azure pipeline expert, can you fix extracting the actual error message from the CI build process? :p
13:32<TrueBrain>Builds -> New -> New Build Pipeline -> Use visual editor (!) -> GitHub -> Continue -> Empty Pipeline (at bottom)
13:32<TrueBrain>after that, you have an empty pipeline which can you edit via the UI
13:32<TrueBrain>but that Use visual editor step is .. euh . .yeah .. hidden
13:33<andythenorth>I'll try from scratch
13:33<andythenorth>I was stuck in something with no options
13:36<@peter1138>andythenorth, #7147 still gives expected result?
13:37<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save.
13:37<Samu>Sorry, I'm stuck, can't do anything
13:37<Samu>without a test sample
13:38<@LordAro>well... make one?
13:38<andythenorth>how do I trigger a job on AP?
13:38<Samu>i'm being denied access to my stuff
13:38*andythenorth should read the docs
13:38<@peter1138>If you have a savegame that uses an older version, you can download it from that.
13:39<TrueBrain>andythenorth: the bug Queue button :D
13:39<TrueBrain>(and Save & Queue button)
13:40<andythenorth>peter1138: yes 7147 works still
13:41<@peter1138>I wonder if the GRFID part is good or bad.
13:41<Samu>it doesn't download
13:41<Samu>from bananas
13:41<Samu>it's not a newgrf
13:41<@peter1138>Make the code download the old version :p
13:41<Samu>just starts a dummyai
13:41<@peter1138>You've basically made a patch to load the correct version of an AI.
13:42<@peter1138>But you don't actually have the correct version of the AI.
13:42<@peter1138>That is funny.
13:42<Samu>I had
13:42<Samu>then I deleted
13:42<Samu>now I don't have
13:42<@LordAro>today Samu learns the value of version control systems
13:43<andythenorth>so I can write an AP yaml to delete my own repo? o_O
13:43<TrueBrain>andythenorth: sure, if you like
13:44*andythenorth running a job
13:44<TrueBrain>hmm .. what is this about OSX and iconv
13:45<@LordAro> TrueBrain: i fixed that a few months ago :p
13:45<@LordAro>in config.lib
13:45<TrueBrain>LordAro: fixed what?
13:45<TrueBrain>I love it when people tell me something is fixed while I didnt even know it was broken :D
13:45*andythenorth reading the docs for AP
13:45<andythenorth>it needs to trigger on git push
13:45<Beerbelott>Eddi|zuHause: Is it normal 'make regression' faild w/ 'Failed to find a graphics set. Please acquire a graphics set for OpenTTD.' when the OpenGFX set is in ~/.openttd/content_download/baseset/ & not ~/.openttd/baseset/?
13:45<@LordAro>not all that helpful for your cmake stuff, perhaps
13:45<TrueBrain>not sure how that helps me LordAro :)
13:46<TrueBrain>I was more wondering why the fuck iconv is needed for OSX and only for OSX :)
13:46<@peter1138>iconv isn't needed on OSX?
13:46<Eddi|zuHause>Beerbelott: that doesn't sound right
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13:46<TrueBrain>andythenorth: under Triggers you can enable these things
13:46<Beerbelott>Hmm lemme try on trunk then
13:46<TrueBrain> log 1 "checking iconv... not OSX, skipping"
13:46<@peter1138>Beerbelott, it is normal.
13:46<TrueBrain>peter1138: config.lib tells a different story :P
13:47<TrueBrain>no clue what it does :D
13:47<andythenorth>found triggers
13:47<@peter1138>TrueBrain, oh. I guess I misread it.
13:47<@peter1138>Beerbelott, I don't think it's meant to happen, but it happened for me too.
13:47<Eddi|zuHause>Beerbelott: is it maybe picking up a wrong openttd.cfg?
13:47<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
13:47<TrueBrain>it is a HUGE function to check for iconv, and only OSX .. what happens if I don't do that ... :P
13:47<@peter1138>Eddi|zuHause, it's picking a custom config specifically for the regression test.
13:48<TrueBrain>and why does linux not need it .. hmm
13:48<andythenorth>TrueBrain: when you've done with iconv :P. the job for this completes
13:48<andythenorth>so its built a grf somewhere
13:48<andythenorth>so now I need a deploy step?
13:49<TrueBrain>you need to publish the result somewhere indeed
13:49<TrueBrain>this can be an artifact at first
13:49<TrueBrain>but that means it is only available on AP
13:49<@peter1138>TrueBrain, it's for filename conversion.
13:49<TrueBrain>you can extend it with a Release step, which uses that artifact to do what-ever
13:49<@peter1138>But ...
13:49<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
13:50<@peter1138>I wouldn't think OSX and non-OSX behave differently there.
13:50<Samu>Wormnest, u there!
13:50<Samu>do you have all your ais from v1 to latest that could be downloaded?
13:50<TrueBrain>peter1138: yeah, I was assuming the same ..
13:51<@peter1138>Samu, I've got v7 of AfterFix here
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13:51<Beerbelott>Strange, since starting the game from /bin/openttd on CLI never failed like that
13:51<Beerbelott>I wonder how the plumbing for 'make regression' is made...
13:51<Beerbelott>sry bin/openttd, relative to git repo
13:52<TrueBrain>I am back in 2007; even there we only detect iconv for OSX .. and skip it for all other targets ..
13:53<TrueBrain>*bit confused*
13:53<Samu>thx peter1138
13:53<Samu> function GetVersion() {
13:53<Samu> return 7;
13:53<Samu> }
13:53<Samu> function MinVersionToLoad() {
13:53<Samu> return 2;
13:53<Samu>this should do
13:53<Samu>version 9 has a min of v8
13:54<Beerbelott>for regression, check, the game is called w/ ./openttd -x -c ai/regression/regression.cfg
13:55<+glx>TrueBrain: maybe something like could work for windows regression test
13:55-!-andythenorth [] has quit [Read error: Connection reset by peer]
13:55<+glx>anyway time for food :)
13:55<TrueBrain>glx: why?
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13:56<Beerbelott>Eddi|zuHause: Well I do not see why the cfg should be a problem, as directories discovery shall be done against env variables, esp. for home folder were .openttd is to be searched for
13:57<+glx>because '##[error]build\ZERO_CHECK.vcxproj(0,0): Error MSB4057: The target "RUN_TESTS" does not exist in the project.'
13:57*andythenorth needs to get an Azure Artifacts License somehow
13:57<+glx>it exists but is not selected for building, so not a valid target
13:57<andythenorth>"You need a Azure Artifacts license to go further"
13:57<Eddi|zuHause>Beerbelott: the search order is described in section 4.2 in the readme
13:58<andythenorth>"an" MS, "an", not "a"
13:58<Beerbelott>I wonder if the problem does not comme from the fact the binary is called from ./bin/ w/ ./openttd rather than from ./ w/ bin/openttd
13:58<Beerbelott>Eddi|zuHause: I know about that. Game runs fine outside of the regression tests script
13:59<TrueBrain>glx: I am not sure that is the error; but I would rather look how we can enable it, than work around it :)
13:59<TrueBrain>workarounds often result into more issues, in my experience :)
13:59<andythenorth>right who wants to learn AP with me?
13:59<Eddi|zuHause>Beerbelott: does it work if you move ~/.openttd to ~/.local/share/openttd?
13:59<andythenorth>it's not really acceptable that TB is the only one who understands it
14:00<TrueBrain>andythenorth: you can use the PublishArtifact task without license
14:00<TrueBrain>andythenorth: that is also not the case, as I based my work on what nielsm had done :P
14:00<TrueBrain>andythenorth: <- last step
14:01<milek7>i set up azure pipelines recently, it didn't want any license
14:01<andythenorth>I'm just going by what the Azure UI tells me
14:02<andythenorth>I'll work around it
14:02<andythenorth>it's probably just broken
14:02<milek7>i didn't use UI, azure ui are generally crap
14:02<andythenorth>the docs are also very confusing
14:03<andythenorth>I think I'll just cargo-cult from other things
14:03<TrueBrain>andythenorth: yes, Artifacts are a bit different
14:03-!-Smedles [] has quit [Ping timeout: 480 seconds]
14:03<TrueBrain>the task PublishBuildArtifact is .. not an Artifact on that level
14:03<TrueBrain>but is one on a build level
14:03<TrueBrain>which is confusing as fuck
14:04<TrueBrain>but is what happens :P
14:04<andythenorth>instead of waiting for the job to build all the deps every time
14:04<andythenorth>can I have a job that sits in a loop, polling git?
14:04<TrueBrain>haha, no
14:04<andythenorth>and building when it finds a push
14:04<TrueBrain>they are still working on a "cache", to store these things
14:04<andythenorth>do they time-limit jobs?
14:04<TrueBrain>but .. it is not done
14:04<andythenorth>probably quite hard
14:04<andythenorth>invalidating that cache
14:04<TrueBrain>and it makes you a bad neighbour
14:04<TrueBrain>so don't
14:05<andythenorth>during normal use the latency is fine
14:05<andythenorth>but for writing the yaml :(
14:05<andythenorth>it's worse than waiting for nml even
14:05<TrueBrain>welcome to my life, I guess :P
14:06<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7261: Add: Road vehicle path cache.
14:07<@peter1138>nielsm, that's all your loops sorted, and some wrong paths too.
14:07<andythenorth>TrueBrain: I remember watching that :P
14:07<andythenorth>I could add a virtualenv to the repo
14:07<andythenorth>with all the deps
14:07<andythenorth>it's *really* bad practice
14:08<Beerbelott>Eddi|zuHause: Nope
14:08<@peter1138>Build has failed, of course.
14:08<DorpsGek_II>[OpenTTD/OpenTTD] nikolas commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
14:09<TrueBrain>andythenorth: I am a bit lost what you are trying to solve
14:09<andythenorth>cycle time
14:09<Eddi|zuHause>Beerbelott: then i'd try symlinking the baseset dir into the directory where the regression .cfg lies
14:09<TrueBrain>yeah ... I would suggest you just deal with it
14:09<milek7>yay, i bought windows codesigning cert and there are less scary warning signs
14:09<milek7>it feels like extortion business
14:09<TrueBrain>optimizing that rarely results in proper maintainable things andythenorth :)
14:09<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7261: Add: Road vehicle path cache.
14:10<andythenorth>AP's 404 is frigging huge font
14:10<andythenorth>and none of the paths I guessed for the artifacts were correct :)
14:11<TrueBrain>andythenorth: you can get the Artifact by clicking on the job
14:11<TrueBrain>a button Artifact appears
14:11<TrueBrain>which allows you to download it
14:12<andythenorth>I found it in 'Summary'
14:12<andythenorth>let's see if it worked
14:13<andythenorth>oh no graphviz
14:13<andythenorth>well it worked though
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14:13<andythenorth>ok so now just need somewhere to publish to
14:13<TrueBrain>that was quick :)
14:13<TrueBrain>yeah ... and that part is the most tricky, I guess
14:13<TrueBrain>GitHub releases is an easy first step
14:14<andythenorth>so my lifelong problem with GI deploys
14:14<andythenorth>how to secure the creds?
14:14<TrueBrain>figuring out musa might be a bit much ;)
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14:14<andythenorth>GI / CI /s
14:14<TrueBrain>in AP you can set variables as secret
14:14<TrueBrain>but in this case, you want to make a Service Connection on project level
14:14<TrueBrain>to for example GitHub
14:14<andythenorth>so they're stored in the pipeline, not my project repo?
14:14<TrueBrain>after that, you can use the Service Connection by name
14:15<TrueBrain>so nowhere in the project is any hint to which secret is even used
14:15<TrueBrain>(and tasks request the token from the Service Connection; not possibly to intercept unless you use an untrusted Task)
14:15<TrueBrain>it is almost like they thought about it :D
14:16<TrueBrain>if you want to publish on GH, you have 2 choices: in the CI chain, or as a Release project
14:16<TrueBrain>I have done Releases, as that is the CD part
14:16<TrueBrain>and I like clear separation
14:16<TrueBrain>but that means it is not in a YAML file in the repository
14:16<andythenorth>hmm I have no clear picture on this part
14:18<andythenorth>there's some way to publish to github?
14:18<Wormnest>Samu: yes I check in here sometimes :)
14:18<TrueBrain>andythenorth: search for GitHub in tasks :)
14:19<andythenorth>is that in Project Settings?
14:19<TrueBrain>no ......
14:19<TrueBrain>so you managed to find all these other tasks
14:19<TrueBrain>yet you don't know what tasks are :P
14:20<andythenorth>there's nothing called tasks in current UI
14:20<TrueBrain> <- ctrl+f task
14:20<TrueBrain>yes, it is full of tasks :)
14:20<andythenorth>tbh the UI is confusing AF
14:20<TrueBrain>just because it is new to you, doesn't mean it is confusing :D
14:20<TrueBrain>a task is like PublishBuildArtifact
14:20<TrueBrain>if you add those via the UI, if you did what I suggested with the Visual Editor
14:21<TrueBrain>you can search for tasks
14:21<TrueBrain>if you did something else ... I cannot really help you :)
14:21<andythenorth>I couldn't find the visual editor :)
14:21<TrueBrain>I told you exactly where it was
14:21<TrueBrain>in high detail ;)
14:21<andythenorth>I know
14:21<TrueBrain>I could keep myself from making an animated gif :P
14:21<TrueBrain>but really, you want to use the visual editor at first
14:21<TrueBrain>it really helps
14:21<TrueBrain>I still use it to make new pipelines
14:21<TrueBrain>doing it in yaml is like going in neck-deep ;)
14:22<andythenorth>ok I delete my project and try again
14:22<TrueBrain>you can make many many projects btw, even on the same GitHub repo ;)
14:22<Beerbelott>Eddi|zuHause: Well the obvious 'solution' was OpenGFX-0.5.2.tar -> ../content_download/baseset/OpenGFX-0.5.2.tar in .openttd/baseset
14:23<Beerbelott>that seems to work... but regression still fails :(
14:23<Beerbelott>ERROR: The script died unexpectedly.
14:23<Beerbelott>Makefile:173: recipe for target 'regression' failed
14:24<andythenorth>ok I found the visual editor now
14:24<andythenorth>I'm not really very good with visual editors
14:25<andythenorth>does anyone know how github pages works?
14:25<andythenorth>I tried using it previously, but it wanted docs committed in the repo
14:25<andythenorth>not generated
14:25<andythenorth>wondering if there's another way
14:25<TrueBrain>never usedit
14:26<TrueBrain>but it is Jekyll :P
14:26<andythenorth>hmm, there's a plugin that commits docs to a specific branch
14:26<andythenorth>and publishes that
14:26<andythenorth>shall I just buy an Azure VM with Apache in it or something?
14:26<andythenorth>this all seems super complex
14:27<TrueBrain>yes, and getting a VM to put Apache on is not complex
14:27<TrueBrain>lol :P
14:27<andythenorth>reminds me why I've seen all these devops CVs where the last 2 years experience is clicking AWS or Azure UI
14:27<TrueBrain>but again, why not use GitHub releases for this?
14:27<TrueBrain>why are you overcomplicating things? :)
14:28*andythenorth reads about GH releases
14:28<@Alberth> ?
14:28<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
14:29<TrueBrain>for CompileFarm I just overwrite the same release every time
14:29<TrueBrain>because ... why not
14:29<andythenorth>and how do you tag it?
14:30<andythenorth>how did you do that? :o
14:30<TrueBrain>read ... the text?
14:30<andythenorth>the docs I've been reading all require tags
14:30<andythenorth>annotated or lightweight
14:30<TrueBrain>Why is this release on a random commit?
14:30<TrueBrain>Although we publish a new often (at least once a week), the tag on which the release is made is never refreshed.
14:30<andythenorth>I don't want to tag for a push build
14:30<TrueBrain>it is .. right there :P
14:30<TrueBrain>I just tagged a random commit once, which gave me a Release
14:31<TrueBrain>and I am attaching a binary there every week since
14:31<TrueBrain>(binaries don't have to be from that tag, as GH has no way to validate that, ofc)
14:31<TrueBrain>call it a hack, call it "I don't give a fuck" :P
14:31<TrueBrain>especially to just get it starting, it works fine
14:32<TrueBrain>if you are happy with everything etc, and know what you want, we can always move stuff to either the CDN or via Musa
14:32<TrueBrain>but ... baby steps
14:32<andythenorth>to be clear, I'm not interested in releasing the grf yet
14:32<andythenorth>I'm trying to web-publish the html docs
14:32<TrueBrain>owh, sorry, that was not fully clear to me :P
14:32<andythenorth>well I never said it :P
14:32<andythenorth>so obvs
14:32<TrueBrain>I assumed we were talking about binaries :)
14:33<TrueBrain>how useful is the HTML without the binary?
14:33<TrueBrain>feels like an anti-feature :)
14:33<andythenorth>long-term it's silly
14:33<andythenorth>but it's the more interesting problem to solve
14:33<TrueBrain>euh ... DigitalOcean CDN is not good at hosting HTML files atm, so that is also not useful
14:33<andythenorth>because the html has to be served from somewhere, with the MIME type configured so it doesn't download :P
14:34<andythenorth>maybe this 'special branch for GH Pages' route works
14:34<TrueBrain>is it a single HTML file?
14:34<andythenorth>it's a static website
14:34<TrueBrain>yeah, look into GH pages, sounds good
14:35<andythenorth>then we can shut some coop VMS
14:35<TrueBrain>so .. cmake for OSX still acts up ..
14:35<TrueBrain>iconv is not working, and building fails :(
14:35<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z opened pull request #7310: Docs: table alignment when viewing as a monospace textfile
14:36<TrueBrain>src/core/geometry_type.hpp:22:10: note: previous definition is here #define Rect OTTD_Rect
14:36<TrueBrain>I have seen that before
14:36<Eddi|zuHause>peter1138: i've used up all my spaces for at least the next 3 PRs :p
14:36<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain approved pull request #7310: Docs: table alignment when viewing as a monospace textfile
14:36<@peter1138>Ah, making it look nice without .md
14:37<@peter1138>CI is unhappy,yes.
14:37<TrueBrain>GitHub is acting up all week
14:38<Eddi|zuHause>ok, you deal with that :p
14:38<TrueBrain>already done sir :)
14:39<Samu>gonna experiment with "force_exact_match
14:39<TrueBrain>ugh, this really is the moment I need access to a Mac :(
14:40<Beerbelott>Eddi|zuHause: Relieved... rebasing my branch on top of trunk solved the regression pb... Dunno what happened these past few days on trunk :P
14:40<Beerbelott>OK Now I'll dig into that OpenGFX loading trouble. That piqued my interest
14:40<andythenorth>TrueBrain: I pay for macincloud? :P
14:41<Eddi|zuHause>Beerbelott: -d misc=highnumber should tell about which directories it searches
14:41<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
14:41<milek7>maybe that iconv on mac is for same reasons as:
14:41<TrueBrain>andythenorth: no!
14:41<milek7>and linux don't care because filename is just opaque bytes
14:41<Samu>0x000000a503f4d260 "ludiai afterfix.7.7"
14:42<Samu>uh... even worse
14:42<@peter1138>milek7, probably, yes.
14:42<TrueBrain>milek7: lol .. nice find :)
14:42<Beerbelott>Eddi|zuHause: Btw the regression on my PR was due to my wrong base on my branch... The push seems to have 'unstuck' it
14:42<Eddi|zuHause>of course it's "Doc:" not "Docs:"
14:42<TrueBrain>okay, this should fix OSX Iconv detection .. it is Iconv instead of ICONV .. lol
14:43<TrueBrain>QuickTime not found, hmm
14:43<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z dismissed a review for pull request #7310: Docs: table alignment when viewing as a monospace textfile
14:43<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7310: Docs: table alignment when viewing as a monospace textfile
14:43<@peter1138>Hmm, still 33 ms/t used by the PerformanceAccumulator.
14:43<@peter1138>Hmm, when you do a squash & merge, you can edit the commit title... what if I get the prefix wrong there? :p
14:44<Eddi|zuHause>anyone can tell me in 3 easy steps how to run the commit-checker on push?
14:44<TrueBrain>someone will drive to your house to smack you with a fish
14:44<@peter1138>Why not run it on commit?
14:44<Eddi|zuHause>or that
14:44<@peter1138>Ok, grab the commit hooks and, er, put them in your commit hooks.
14:45<milek7>hm, azure job timeout is 6 hours
14:45<milek7>maybe i could start ssh on it and use it for development
14:45<milek7>though it maybe qualifies as being bad neighbour ;p
14:45<Eddi|zuHause>peter1138: where exactly does that go?
14:45<Beerbelott>Eddi|zuHause: Again, running the game normally is not a pb, it's merely through bin/ai/regression/ that the problem arises
14:45-!-Gumle2 [] has joined #openttd
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14:45<Beerbelott>I'll try to modify the script to make debugging options through
14:46<@peter1138>Well, the hooks directory part of it goes there.
14:46<TrueBrain>milek7: yes :)
14:46<TrueBrain>milek7: I kinda like that MS is doing this; kinda want to keep them doing it ;)
14:46<Beerbelott>Oh there are misc=9 already in there ;)
14:47<milek7>even if i wanted to pay, they don't offer macos vm..
14:48<TrueBrain>milek7: Azure uses I believe
14:48<TrueBrain>they don't host them; they use another party
14:49<nielsm> dammit! so close to getting time bonus
14:49<TrueBrain>4 minutes .. "close" :P
14:49<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
14:49<nielsm>I guess it is 10% over...
14:50<nielsm>maybe I could have done without that stop midways to fill up on fuel
14:50<Eddi|zuHause>well, now i have no idea what to test this with
14:51<TrueBrain>nightly failed:
14:51-!-Alberth [] has left #openttd []
14:51<TrueBrain>seriously GitHub ... get your act together
14:52<Eddi|zuHause>yay, this time CI passed :)
14:53<milek7>they're using real macs for that, not vms
14:53<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain approved pull request #7310: Docs: table alignment when viewing as a monospace textfile
14:53<milek7>i'm surprised
14:53<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain merged pull request #7310: Docs: table alignment when viewing as a monospace textfile
14:54<TrueBrain>I got the hint Eddi|zuHause :P
14:55<andythenorth>ok GH pages starts to make sense
14:55<andythenorth>as usual no off-the-shelf solution works when you already have your own solutions in place
14:56<andythenorth>it uses a weird orphaned branch
14:56<andythenorth>which presumably AP will have to push the artifacts into
14:56<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
14:57<andythenorth>it also talks about triggering a build on push to github
14:57<andythenorth>not sure how that works
14:57<andythenorth>I didn't know GH had CI built in
14:58<TrueBrain>GitHub doesn't have a CI (yet)
14:58<TrueBrain>it can only trigger stuff based on actions
14:59<Beerbelott>Eddi|zuHause: (and other result.txt file) end w/ 'Error: The script died unexpectedly'
14:59<TrueBrain>andythenorth: from what I understand, GH Pages can publish any branch (even master) from a repository
14:59<andythenorth>it's just built for a different problem to the one I have
14:59<Beerbelott>The other one is
14:59<TrueBrain>andythenorth: what do you mean?
14:59<andythenorth>but I think I can do bad things and it will work
14:59<Eddi|zuHause>if it's in the results.txt, that means that is meant to happen :)
14:59<Beerbelott>those are the results the current run are checked against during regression tests...
14:59<TrueBrain>if you push your HTML files from AP to that branch, you should be fine
15:00<TrueBrain>I am surprised how easy they made GH Pages ..
15:00<TrueBrain>I should use them .. I guess
15:00<andythenorth>pushing generated files to the repo has been a 'no-no' for so long
15:00<andythenorth>it makes me twitch
15:00<TrueBrain>but that is exactly what you want?
15:01<TrueBrain>(well, it is not really the repo .. it is a branch on the repo which is a reflection of http)
15:01<andythenorth>I've just been trained not to do it
15:01<TrueBrain>by who? :P
15:01<andythenorth>pretty much everyone I've ever collaborated with :)
15:01<TrueBrain>make[2]: *** No rule to make target `/usr/local/lib/libpng.dylib', needed by `openttd'. Stop.
15:01<TrueBrain>SO CLOSE
15:01<TrueBrain>what is this bullshit now ..
15:02<andythenorth>oof libpng :)
15:02<TrueBrain>hmm .. dynamic linking ..
15:02<TrueBrain>that is not good for OSX
15:02<TrueBrain>but okay, another issue
15:02<andythenorth>is this the dynlibs that Apple fucked up silently?
15:02<andythenorth>and then silently fixed?
15:02<andythenorth>without bumping XCode versions?
15:02<TrueBrain>hmm .. I wonder why that file is not there .. it was autodetected by CMake ..
15:02<@peter1138>I push generated files into repos... although they are deployment repos, so kinda necessary.
15:03<Eddi|zuHause>Beerbelott: you likely want to look around the first line that is different between the (expected) result.txt and the (current) tmp.regression
15:03<TrueBrain>andythenorth: that works too, what peter1138 says, just make a second repository where you publish your docs!
15:03<@peter1138>I should sue Tesco, these pitted prunes have pits :/
15:03<Eddi|zuHause>peter1138: does that stuff work outside america?
15:04<@peter1138>I hope not.
15:05<andythenorth>peter1138: you are no longer on my christmas card list
15:05<@peter1138>For using git for deployment?
15:05<@peter1138>Or for having prunes?
15:06<TrueBrain>does it matter, really?
15:06<@peter1138>git for deployment is great.
15:07-!-Thedarkb1-T60 [] has quit [Ping timeout: 480 seconds]
15:07<nielsm>remember, git is essentially blockchain for software development!
15:07<@peter1138>^ funny, it's a patch to filter vehicles by cargo type, and says "the patch's name is self explanatory" and the patch's name...? group-name-patch.
15:08<TrueBrain>andythenorth: where is libpng.dylib located on your machine?
15:10-!-andythenorth [] has quit [Read error: Connection reset by peer]
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15:10<TrueBrain>owh, I see what is going wrong here .. interesting
15:10-!-andythenorth is "andythenorth" on #openttd
15:10<TrueBrain>ha, yes .. we cause this ourself
15:10<TrueBrain>okay .. that is wrong :D
15:11<@peter1138>The rm?
15:11<TrueBrain>it indeed are rms causing this :)
15:11<TrueBrain>in the old config.lib, it worked
15:11<TrueBrain>now CMake is like: brew told me it should be here!
15:12*andythenorth trying to do this
15:12<andythenorth>but I already have master
15:13<andythenorth>I think these aren't the docs I need
15:13<TrueBrain>in the Settings of your project
15:13<TrueBrain>you can select which branch to use for GH Pages
15:13<+glx>well if we remove the dylib we may need to enable static linking :)
15:13<andythenorth>yes I found that
15:14<andythenorth>but I created the gh-pages branch incorrectly, so I'm doing it again
15:14<andythenorth>why is the web so fucking awful now?
15:14<Eddi|zuHause>because trump
15:14<nielsm>this one went better!
15:14<andythenorth>I go on a page about git, and I get cookie warning, GDPR warning, push notification, and they want me to get an app
15:14<+glx>btw mingw will need static too, currently it compiles but it's not very usable outside mingw terminal
15:15<milek7>nielsm: what's that?
15:15<andythenorth>nielsm: nice UI
15:15<+glx>maybe an OPTION_STATIC ?
15:16<nielsm>milek7: derail valley
15:16<nielsm>it's a better train simulator
15:16<TrueBrain>glx: yup, something like that indeed
15:17<@peter1138>nielsm, is the timer fixed?
15:18<TrueBrain>weird; in static mode, pkg-config makes mistakes :(
15:19<nielsm>peter1138: the time allotted depends on the distance, but going over only means you don't get the bonus
15:19<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
15:19<@peter1138>nielsm, right but is it realtime? so 20 minutes is actually 20 minutes.
15:20<nielsm>it's not like ETS2 scale
15:20<andythenorth>orphan branches eh?
15:20*andythenorth learns a thing
15:20<@peter1138>In the demo everything was about 3x too fast.
15:21<andythenorth>oh FFS
15:22<milek7>meh, windows only
15:23<andythenorth>for an orphan branch, can I leave my old gitignore in place?
15:23<andythenorth>the instructions say not
15:24<andythenorth>but I need it
15:24<andythenorth>oh fuck it, I just do it and see what goes wrong
15:24<andythenorth>nobody learns anything by talking
15:24<TrueBrain>funny .. it cnanot find iconv in static mode ... this is weird :P
15:24<TrueBrain>owh, all runs fail .. haha
15:24<TrueBrain>weirdness ++
15:26<andythenorth>so /docs is in my .gitignore of course
15:26<andythenorth>but it can't be for this branch
15:26-!-synchris [~synchris@] has quit [Quit: yeeha!]
15:28<andythenorth>FIRS docs anyone? o_O
15:28<TrueBrain>pretty :)
15:28<andythenorth>they're not published from AP
15:28<andythenorth>that's a local commit
15:29<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
15:29<TrueBrain>but you have GH Pages to work!
15:29<TrueBrain>rest is peanuts
15:30<andythenorth>the magic is good
15:30<andythenorth>as usual, figuring out which of the docs instructions I need was the hard bit
15:30<andythenorth>I should remember that for my customers :P
15:32<andythenorth>this needs to be on the coop account somehow
15:32<andythenorth>that's probably fine
15:33<andythenorth>right now to teach azure
15:33<milek7>do macos have smartscreen-like annoying popups?
15:33<TrueBrain>okay, OSX still fails; possibly some CFLAGS that is causing issues ... something for another day
15:34<andythenorth>milek7: 'yes'
15:35<andythenorth>I don't know exactly what those are, but there are annoying popups
15:38<Samu>i'm trying to use "force_exact_match bool, instead of -2
15:38<milek7>i have private key on windows virtual smartcard, which is on kvm swtpm
15:38<milek7>and now how to extract key from that? ;D
15:39<TrueBrain>if it is any decent, you can't :P
15:40<milek7>swtpm is software only so it should be possible
15:40<Samu>alright, i got somewhere
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15:46<Beerbelott>Eddi|zuHause: Problems indeed arise because of -c ai/regression/regression.cfg
15:47<Beerbelott>stripping this parameter from regression scripts makes a failed regression test due to no detection of OpenGFX pass
15:47<Beerbelott>so sth messes up w/ dir detection, there
15:49*andythenorth has infosec horrors
15:49<andythenorth>giving unknown extensions write access to my repos
15:49<andythenorth>via AP
15:51-!-supermop_Home_ [] has quit [Ping timeout: 480 seconds]
15:53<andythenorth>oh dear
15:54<andythenorth>"The current operating system is not capable of running this task. That typically means the task was written for Windows only. For example, written for Windows Desktop PowerShell."
15:54<andythenorth>can't run powershell on ubuntu then :P
15:55<andythenorth>maybe this or something
15:58<andythenorth>ok I might need actual help :)
15:58<andythenorth>from actual programmer
15:58<Eddi|zuHause>where would you get one of those from?
15:59<andythenorth>I think one just volunteered?
15:59<andythenorth>TrueBrain: so if I make a Service Connection to github, I can auth that to push back to my repo?
16:00*andythenorth joining final dots, hopefully
16:00<TrueBrain>andythenorth: I think so, yes
16:05<andythenorth>am I now the in-house AP expert? o_O
16:09<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
16:10<TrueBrain>I forgot, OSX cannot handle '-static' at ALL :P
16:11<TrueBrain>the connection between AzurePipelines and GitHub is a lot better now .. it used to be < 100mbit/s .. it is now ~300mbit/s
16:11<TrueBrain>not bad
16:11<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7289: Add: Configurable ship curve penalties (YAPF)
16:12<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7286: Add #2155: newheightmapgame command
16:13<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7286: Add #2155: newheightmapgame command
16:15<TrueBrain>okay .. this doesn't work at all now; lol
16:15<TrueBrain>oops :D
16:15<Eddi|zuHause>sounds normal :p
16:15<milek7>eh, why .so couldn't be used for static linking?
16:15<TrueBrain>because ... .so by definition is dynamic?
16:16<+glx> 'fontconfig' depends on 'm', of which no static variant was found <-- of course ;)
16:16<milek7>it contains code and symbol names, what more is necessary?
16:17<@peter1138>Hmm, the problem with itch-scratching PRs is nobody else cares enough to look at them.
16:17*peter1138 looks at issues instead.
16:17<TrueBrain>milek7: I suggest google as your friend :)
16:18<TrueBrain>glx: yeah .. PkgConfig is really terrible with STATIC, so my current code can contain some issues :)
16:18<milek7>it didn't helped, besides such handwaving as '.a is for static libraries and .so is dynamic'
16:18<Eddi|zuHause>well, on a theoretical level, you could ask why the .so fileformat wasn't prepared in a way that you could strip it of the dynamic bits and link it like you would an .a file
16:19<+glx>well -lm is not a real lib IIRC
16:19<TrueBrain>glx: OSX is weird .. at soon as I requested static, the default CMake files failed
16:19<TrueBrain>glx: exactly why I mention that it is my own code ;)
16:19<TrueBrain>hmm .. I want to see the cmake file on OSX
16:19<+glx>and I'm testing mingw
16:19<TrueBrain>maybe that gives a clue why it is acting like this
16:20<nielsm>but, does cmake then know how to collect and re-install_name dylibs so they work in an .app package?
16:20<nielsm>if it can do that, that would be just as good wouldn't it?
16:20<DorpsGek_II>[OpenTTD/OpenTTD] PeterN approved pull request #7147: Change: Synchronize randomness in vehicle introduction…
16:20<TrueBrain>hmm .. you are not wrong
16:20<@peter1138>Let's go with it.
16:20<TrueBrain>we just never investigated that, as it was impossible manually :D
16:21<@peter1138>"Change: Synchronize randomness in vehicle introduction so all vehicles introduced simultaneously will stay at the same date (#7147)"
16:21<@peter1138>That ... is a long winded and nonsensical commit message.
16:21<Eddi|zuHause>i accept alternative wordings
16:22<nielsm>keep same-intro-date vehicles on same intro date
16:22<@peter1138>No need to change anything, I can reword the commit message.
16:22<Eddi|zuHause>nielsm: i don't think that makes it any clearer
16:23<@peter1138>Just... it's almost Samu-like ;p
16:24<+glx> <-- should work (if my syntax is correct)
16:24<Eddi|zuHause>keep in mind i'm not a native speaker.
16:24<@peter1138>"Change: Synchronize introduction date randomness across vehicles with the same base date" ?
16:24<milek7>Eddi|zuHause: but is there something missing in .so elf? or just nobody thought to implement it in linker
16:24<@peter1138>*base introduction date
16:24<Eddi|zuHause>milek7: how should i know?
16:25<Eddi|zuHause>peter1138: maybe add a bit about reliability curve?
16:25<TrueBrain>glx: that cannot work, you are missing quiet a few instances :)
16:25<TrueBrain>but if something is always Release, why not just add it to windows-build.yml?
16:25<@peter1138>Change: Synchronize introduction date and reliability randomness across vehicles with the same base introduction date (#7147)
16:26<@peter1138>Still long but works I think.
16:26<+glx>because testing will need it too
16:26<TrueBrain>which you also set on Release
16:27<TrueBrain>a variable that is a constant is a bit annoying in Azure Pipelines
16:27<+glx>I set a job variable and pass it to the VSBuild tasks
16:28<Eddi|zuHause>peter1138: sounds fine. but do we really want to rush this in before RC1 release? ;)
16:28<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7147: Change: Synchronize randomness in vehicle introduction…
16:28<TrueBrain>meh, why is static always such a pain in the ass ..
16:29<+glx>but in azure pipelines doc they suggest "Tip: Declare a build variable such as BuildConfiguration on the Variables tab (selecting Allow at Queue Time) and reference it here as $(BuildConfiguration). This way you can modify the platform when you queue the build and enable building multiple configurations."
16:29<supermop_Home>andythenorth does alcohol increase hotel production?
16:29<+glx>which seems to be a better option
16:29<TrueBrain>glx: my suggestion to you is to not use a variable; take it as it is, or do it another way, I don't care ;) Debug vs release is the least of my issue atm :)
16:29<supermop_Home>trying to scrape together some $$ on this coop server
16:29<andythenorth>FML, how to delete a pipeline in AP?
16:29<TrueBrain>your current commit only is not working, as you forgot a few things .. look at other parameters to find all the instances you need to create
16:29<andythenorth>without deleting whole project?
16:30<nielsm>well could be the hotel guests ended up producing more guests to take home after consuming alcohol...
16:30<@peter1138>andythenorth, it's not hg...
16:30<TrueBrain>andythenorth: just ... click on delete?
16:30<TrueBrain>(click on the pipeline, click on the dots, click on delete)
16:31<TrueBrain>okay, CMake has some bundle code, so possibly it can indeed copy the dylibs
16:31<TrueBrain>would be fancy, I guess
16:31<TrueBrain>still I am a bit puzzled why it failed to find a libz that is static
16:32<+glx>oh you mean all compile stuff, not only CI
16:32<nielsm>osx ships a libz.dylib in /usr/lib which you can safely link
16:32<nielsm>(or maybe it's in /lib)
16:32<TrueBrain>glx: check all usages of VcpkgTargetTriplet
16:32<andythenorth>"Bash exited with code '2'."
16:33<TrueBrain>nielsm: yeah; I was wondering about the static variant
16:33<andythenorth>this is fun
16:33<TrueBrain>but I don't think it exists
16:33<TrueBrain>as I think we "cheat" a bit with the current binaries
16:33<TrueBrain>we remove the dynamic version of the libs, so it picks the static of the ones we added
16:33<TrueBrain>but picks the dynamic of everything else
16:33<@peter1138>If it's shipped with osx, can't we use it?
16:33<TrueBrain>so we are a bit mixed :D
16:33<@peter1138>Static is bad for security.
16:34<TrueBrain>that is a weird and untrue statement :)
16:34<TrueBrain>I have used static binaries often to patch security issues
16:34<TrueBrain>as the OS was too slow
16:35<@LordAro>depends on the system
16:35<TrueBrain>not really ;) Depends on which maintainer is quicker
16:35-!-mode/#openttd [-o LordAro] by LordAro
16:35<TrueBrain>@op LordAro
16:35-!-mode/#openttd [+o LordAro] by DorpsGek
16:36<TrueBrain>@deop LordAro
16:36-!-mode/#openttd [-o LordAro] by DorpsGek
16:36<@peter1138>That is a rare case.
16:36<@peter1138>In general, our users who are still using 1.8.0 would be missing any security updates since then.
16:36<LordAro>lots of static binaries means you have to find and recompile/fix every single one of them
16:36<Eddi|zuHause>we've had people come in here using 5 year old game versions
16:36<@peter1138>Of course, this is hardly security critical software, but the point still stands.
16:37<LordAro>dynamic library -> replace the library, done
16:37<@peter1138>If we can use system provided dynamic libs, we probably should.
16:37<TrueBrain>LordAro: you weren't around when OpenSSL "bumped" their version? :P
16:37<TrueBrain>peter1138: we are talking about either shiping the dylibs, or building it static
16:37<TrueBrain>so not much difference in infosec terms
16:37<@peter1138>We shouldn't ship a dynamic lib if it's provided by the system.
16:37<LordAro>TrueBrain: perhaps..
16:38<LordAro>but yes, of course this is dependent on library maintainers "doing it properly" as well
16:38<LordAro>but these aren't windows systems, they have sane library management
16:38<TrueBrain>it is all so fluffy, there is not one true statment :D
16:38<@peter1138>One is more truer :p
16:38<andythenorth>ow I don't understand AP :(
16:39<andythenorth>this makes me full 100% samu
16:39<@peter1138>You should spend hours debugging something that we've already explained...
16:39<LordAro>general case vs real life, i think
16:39<TrueBrain>but okay, the dutch saying: "de beste stuurlui staan aan wal", applies here :)
16:40<TrueBrain>okay, config.lib makes our OSX binary some hybrid .. because we modify the build system sufficiently
16:40<andythenorth>there's some way to auth a pipeline to push back to my repo, but FML I can't make it work
16:40<TrueBrain>did not realise it yet like that
16:40<andythenorth>also I'm in wife trouble :P
16:40<LordAro>"the best drivers are on shore"
16:40<TrueBrain>go fix that first andythenorth :)
16:40<+glx>I did like
16:40<andythenorth>the things I didn't do are already not done
16:40<andythenorth>no time machine
16:40<LordAro>grr, windows
16:40<Samu>I'm doing changes inside ai_sl.cpp, to make it use force_exact_match variable
16:41<LordAro>switched my keyboard layout to en_US
16:41<TrueBrain>andythenorth: you need to have a Service Connection to GitHub with write access to your repo
16:41<Samu>would help me eliminate everything from ai_scanner.cpp
16:41<TrueBrain>and I think if you checkout with that connection, it can also push
16:41<TrueBrain>but never tried
16:41<@peter1138>LordAro, keeps doing that to me. You need to uninstall it every time it gets reinstalled :/
16:41<+glx>I set a job variable and use them in the steps
16:41<LordAro>yeah, except now i don't have an option to uninstall it :(
16:42<TrueBrain>now glx is acting like Samu :D
16:42<TrueBrain>glx: CONTEXT PLZ :D
16:42<+glx>I don't see what's wrong in my commit
16:43<TrueBrain>ah; did you follow my advise? and grep that other variable?
16:43<TrueBrain>it will tell you the instances you missed just fine :)
16:44<@peter1138>Can I review my own PRs?
16:44<@peter1138>I want to be a rogue element :p
16:45<+glx>and I can't found any VcpkgTargetTriplet in other files
16:45<andythenorth>'azure push to github' is a crap thing to search for
16:45<Eddi|zuHause>peter1138: make another account and give it maintainer rights? :p
16:45<andythenorth>many many results, and not what I want
16:45<@peter1138>Eddi|zuHause, easier, make another account, and approve all its PRs :p
16:46<+glx>release.yml is not converted to cmake yet
16:46<@peter1138>No, Steam, X-Plane 11 isn't running.
16:46<Eddi|zuHause>nothing a killall -9 won't fix :p
16:47<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
16:47<TrueBrain>you are missing an entry here
16:47<TrueBrain>you are missing an entry here
16:48<milek7>generic hacky way: place ssh private key with write permissions on secret url, use that url as secret variable in AP, download it and use in git
16:48-!-andythenorth [] has quit [Quit: andythenorth]
16:48<TrueBrain>milek7: that is not a hacky way, that is how dataleaks are created
16:49<+glx>but release.yml needs more changes too
16:49<milek7>why? where it would leak?
16:49<TrueBrain>milek7: that "secret" URL, ofc
16:49<+glx>I can include them in the 'Release' stuff
16:50<TrueBrain>milek7: security by obscurity never worked really :)
16:50<TrueBrain>(more generic, copying a private key EVER is always a bad idea :P)
16:50<milek7>random file name on directory with disabled autoindex is undiscoverable
16:50<TrueBrain>yeah .. and there is no way that variable is going to leak :P
16:51<LordAro>mm, it's fine... until it's not
16:51<LordAro>and you have no way of knowing when it's not
16:51<TrueBrain>until you do!
16:51<TrueBrain>(when you find porn on your github repos :P)
16:51<TrueBrain>yes, the worst thing I could think of, was porn
16:52<TrueBrain>"ld: library not found for -llzo2"
16:52<TrueBrain>what a lame ass response is that
16:53<TrueBrain>pkg-config on OSX is bad
16:56<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save.
16:56<Samu>test plz
16:57<Samu>bug in game_sl.cpp
16:58<Samu>k test now
16:58<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save.
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16:58<@peter1138>I don't have any saves with AIs, let alone any in a condition to be able to test this.
16:58<Samu>damn visual studio style getting in the way
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16:59<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save.
17:00<Samu>about src/script/script_config.cpp I'm still unsure if I can remove it
17:01<@peter1138>Azure is really not having much luck today :/
17:04<Samu>i wish I had v8
17:04<Samu>i'd test this
17:04<Samu>or v6
17:04<LordAro>Samu: make a minimal example
17:05<LordAro>should be pretty trivial
17:05<LordAro>doesn't have to be based on any existing AI
17:05<+glx>ok is better
17:05<+glx>I think
17:06<Samu>gonna test with ommissing v7 on purpose
17:06<TrueBrain>glx: I think so too, yes
17:08<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code)
17:08<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
17:09<TrueBrain>okay, this might just fix OSX ... *fingers crossed*
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17:10<TrueBrain>but GitHub API is being a bitttcchhhh
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17:11<Samu>just tested, it's doing wrong t.t
17:11<TrueBrain>so we either have to ship dylibs with OSX, or we have to find a way to be selective what we make static .. or find a static zlib ..
17:11<TrueBrain>(dynamic, hybrid, static \o/)
17:13<nielsm>what's wrong with using apple's supplied libz.dylib?
17:13<+glx>well worked for mingw until the link step
17:13<TrueBrain>nielsm: I am fine with the libz, but again, that is not the issue :D
17:13<+glx>but that was a typical lib order failure
17:13<TrueBrain>we have 4 libraries we download via brew
17:13<TrueBrain>we can safely assume users don't have them
17:14<TrueBrain>so we either have to ship them to the user as dylib, or compile them static
17:14<TrueBrain>we used to do that, by removing the dylib, and magically the compiler pick the static version
17:15<TrueBrain>CMake ruins that, as it validates that the dylib is there, if it expect to find it
17:15<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save.
17:15<TrueBrain>(in other words, we used to be hybrid: dylibs for those that are not fetched via brew, static for those via brew)
17:15<nielsm>well, this then?
17:15<TrueBrain>so my first attempt was to do everything static .. but zlib doesn't have a static version on OSX
17:15<TrueBrain>nielsm: what does that do?
17:16<nielsm>it enumerates all dylibs linked, recursively, copies into an .app package, and adjusts install_names for them to search for those libs inside the package
17:16<TrueBrain>okay, OSX now works with dylibs .. that ati least is something :D
17:16<TrueBrain>nielsm: yeah, that works indeed :)
17:16<TrueBrain>it seems CMake has something similar
17:16<TrueBrain>but that means we are bundling the dylibs
17:16<TrueBrain>we never did that
17:16<TrueBrain>so that will be fun to see how that goes :)
17:17<TrueBrain>(also the bundles will most likely be larger, but who cares)
17:17<TrueBrain>I guess the main issue here is nielsm, that we have a similar issue for Windows (via mingw) and linux (generic builds)
17:17<TrueBrain>suggestions for those?
17:17<+glx>they have static libz ;)
17:17<Beerbelott>Eddi|zuHause, peter1138: the error relative to missing graphics set in the regression script comes from src/bootstrap_gui.cpp on line 220
17:18<Beerbelott>if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 0) goto failure;
17:18<Beerbelott>The error only appears when the regression cfg file is being used
17:18<TrueBrain>glx: but compiling X11 staticly is not the best approach on Linux ;)
17:18<Beerbelott>Does that ring any bell?
17:18<+glx>oh of course
17:18<Eddi|zuHause>Beerbelott: that just says "if headless, go into error instead of asking the user"
17:19<Eddi|zuHause>Beerbelott: the failure to detect the graphics is earlier
17:19<Beerbelott>But by no loading the special config file, it works like a charm
17:19<+glx>for windows it's easier as all searched libs are all non windows
17:19<Eddi|zuHause>Beerbelott: yes, but that has nothing to do with that line
17:20<TrueBrain>glx: that is true
17:20<TrueBrain>so that leaves Linux in the middle :P
17:20<Eddi|zuHause>Beerbelott: that line is already deep in the "we found no set, go into panic mode" path
17:21<TrueBrain>okay, all targets now fail on regression, as they should \o/
17:21<TrueBrain>far from done, but at least another step
17:22<Samu>arf... i really need v8 or v6
17:22<TrueBrain>nielsm: yeah, that osx-fix-libs does what I was considering, assuming /usr/local is "bad" .. still a bit hackish, but I guess it will have to do
17:22<Samu>what to do
17:22<LordAro>Samu: MAKE ONE
17:22<Samu>you mean, fake it?
17:22<Samu>hmm good idea
17:22<TrueBrain>nielsm: would there be a difference in making those libraries static vs bundling the dylibs, you think?
17:22*LordAro facedesk
17:22<nielsm>TrueBrain, that script was written with the assumption that you do not want to link in libs from homebrew or macports or similar (because they may be "weird")
17:23<nielsm>for osx, no, dylibs in the app package is standard operating procedure
17:23<TrueBrain>well, we don't really package mingw, so I guess strictly seen we don't have to fix that
17:23<TrueBrain>so no static for now; will revisit that some day :P
17:23<nielsm>I believe Xcode's own build even does all that install_name magic
17:24<Samu>so i cloned v9 and changed info.nut to say this is v8
17:24<Samu>lets see if it works
17:24<TrueBrain>nielsm: good to know :)
17:25<LordAro>Samu: might want to change some of the debug messages so you can more easily tell which version is which
17:25<+glx>oh and
17:25<Samu>need to start v8, save, then delete v8: expected result is to load v9 without a DEBUG warning
17:26<TrueBrain>glx: as said, CMake supports bundling ;)
17:26<+glx>that's nice
17:26<TrueBrain>okay .. next on the list ... the horror: ICU
17:27*nielsm goes to bed
17:27<TrueBrain>sleep well
17:29<milek7>it should be possible to integrate selected elf dependecies into elf itself: copy library code section, perform relocations to library placed now in application address space, and copy .so relocation table to main elf with offset to where library code was copied
17:34<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7298: Fix multiplayer emergency save
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17:38<Samu>ok it loaded v9, no warning, fine so far, but then, the name still remained with .8 attached in the end
17:39<Samu>i still need that code in script_config.cpp
17:39<Samu>gonna test
17:40<TrueBrain>lol .. ICU "just works" .. that was unexpected :D
17:41<TrueBrain>had to rename LAYOUT to lx and SORT to i18n
17:41<TrueBrain>but .. that was all :)
17:41<TrueBrain> error adding symbols: DSO missing from command line
17:42<milek7>find_package(Threads REQUIRED) missing?
17:43<TrueBrain>no .. one of the pkg-config libraries doesn't announce it
17:43<TrueBrain>pkg-config is horrible :P
17:43<TrueBrain>okay, a bit more verbose: it is compiling fine when I use find_package for everything
17:43<TrueBrain>but it broke when using pkg-config for everything
17:43<TrueBrain>(and normally pkg-config is a fallback in case the cmake Find is not installed)
17:44<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save.
17:45<TrueBrain>well, I guess your suggestion works fine to fix that milek7 :P
17:45<TrueBrain>but it is stupid pkg-config is this bad :(
17:46<@peter1138>Should use autotools/autoconf/automake/etc instead ;)
17:46<TrueBrain>you do know those tools use pkg-config too, right?
17:47<TrueBrain>pkg-config was going to solve all the library detection problems .. instead it just created an other way of things to go wrong :P
17:49<Samu>that's it!
17:49<Samu>now cleaning up into just 1 commit
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17:50<TrueBrain>still makes me laugh, those names
17:50<TrueBrain>Eddi|zuHause: exactly that, yes
17:50<TrueBrain>I like that when ever you say something like that, always someone finds the XKCD link for you :P
17:51<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save.
17:51<Samu>ready for re-review
17:51<TrueBrain>I have layout/LETypes.h in icu-le-hb
17:51<TrueBrain>is this common?
17:53<LordAro>TrueBrain: i wouldn't expect icu-le-hb at all, unless you're fixing 6922
17:53<TrueBrain>no clue how it got on my system :)
17:53<TrueBrain>what is the normal folder for LETypes.h?
17:57<TrueBrain>nevermind; manually detection is too complex
17:57<TrueBrain>so either CMake or pkg-config required for ICU support
17:58<LordAro>TrueBrain: there is an icu-config binary, if that's relevant
17:59<TrueBrain>I am hoping we dont have to support any NNN-config except pkg-config
17:59<TrueBrain>but time will tell :D
18:00<TrueBrain>yeah, currently it is also done via icu-config
18:00<TrueBrain>so that is fine
18:02<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
18:02<Eddi|zuHause>TrueBrain: it's fine, i have literally nothing else to do all day than looking up xkcd links :p
18:02<TrueBrain>Eddi|zuHause: not sure how to respond .. should I be happy for you, or sad? :D
18:02<Eddi|zuHause>sure :p
18:03<TrueBrain>500 config.lib lines left to port \o/
18:06<Beerbelott>Eddi|zuHause: Found something!
18:06<TrueBrain>IS IT A BIRD?
18:06<TrueBrain>A PLANE?!
18:06<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7292: Change: No need to save AI/GS data when joining a multiplayer server
18:07<Beerbelott>This is normal: fileio.cpp:1360 ScanPath extension = .tar, path = /home/berbe/.openttd/baseset/, recursive = true
18:07<Beerbelott>This is buggy: fileio.cpp:1360 ScanPath extension = .tar, path = ai/regression/content_download/baseset/, recursive = true
18:07<Beerbelott>In the same call to ScanPath
18:07<Beerbelott>It seems DeterminePaths is somehow buggy
18:08<LordAro>is it failing to absolutepath something, i wonder?
18:08<Beerbelott>looks like that
18:09<LordAro>i bet working directory is different to what's expected
18:09<Beerbelott>appending a dir to the base dir of the script rather than the home dir
18:09<TrueBrain> <- shouldn't that be <basedir.h> ?
18:10<LordAro>Beerbelott: file an issue anyway, before you forget what you've found :)
18:10<Beerbelott>dbg: [misc] ai/regression/ found as config directory
18:10<Beerbelott>dbg: [misc] ai/regression/ found as personal directory
18:11<Beerbelott>LordAro: true
18:11<Beerbelott>I'll dig a little bit more since dir discory is wrong and DeterminePaths just builds on top of it
18:12<Beerbelott>Oh my bad, this is done directly into DeterminePaths
18:14<TrueBrain>libtimidity is not available on Debian/Ubuntu? :(
18:15<LordAro>libtimidity has been dead for quite some time
18:15<TrueBrain>should we remove it?
18:15<LordAro>timidity itself still exists, i think?
18:15<LordAro>that's what extmidi ultimately uses, i think
18:15<LordAro>niels knows more
18:16<TrueBrain>k, will check with him
18:16<LordAro>extmidi's use is pretty limited, now that we've got fluidsynth
18:17<Beerbelott>Found sth!
18:18<Beerbelott>1184 if (_config_file != NULL) {
18:18<Beerbelott>1185 config_dir = stredup(_config_file);
18:18<TrueBrain>LordAro: I will check with nielsm, but if we can remove extmidi, that would be a real plus for me :D
18:18<Beerbelott>thus supplying the config file sets config_dir, which is in turn used to set _personal_dir
18:18<LordAro>i was wondering about whether using a config file on the commandline explicitly overrides the path structure
18:18<TrueBrain>Beerbelott: that sounds like intended behavior
18:19<LordAro>could possibly do with some added comments/documentation
18:19<TrueBrain>the whole search path stuff could do with some redoing :D
18:19<LordAro>well, that too
18:19<TrueBrain>I am still lost :P
18:20<TrueBrain>okay .. all deps are ported now
18:20<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
18:20<TrueBrain>that was not as bad as I expected really
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18:22<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
18:22<TrueBrain>some things we need to figure out .. I currently just detect everything I can, and what is detected is used
18:22<TrueBrain>but for a dedicated server, you might explicitly not want to compile against SDL
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18:23<TrueBrain>not sure if it matters
18:23<Beerbelott>TrueBrain: Config dir, maybe, but not personal dir
18:24<LordAro>Beerbelott: that's just a side effect of overriding it
18:24<LordAro>"if you use a config file, don't look anywhere else"
18:24<LordAro>if you explicitly use a config file on the commandline*
18:29<+glx>TrueBrain: for dedicated you mostly don't want to detect video required libs
18:30<TrueBrain>I wonder if it matters, really
18:30<TrueBrain>it shouldn't be mandatory, sure
18:30<+glx>people compiling on headless servers
18:30<TrueBrain>but .. if it is there .. does it matter, I wonder
18:30<+glx>they usually don't want to install extra useless libs
18:30<TrueBrain>again, it shouldn't be required
18:30<TrueBrain>but if it is there, is there an issue
18:30<TrueBrain>I wonder
18:31<TrueBrain>we don't provide dedicated server binaries anyway
18:31<LordAro>yeah, but if it finds them & links against them, they'll need it while running as well
18:31<TrueBrain>you can always configure cmake to not find it
18:31<TrueBrain>so I wonder if we should 'automatically' do that
18:32<+glx>I think if we provide a cmake option for dedicated, we should skip stuff not required for dedicated
18:32<TrueBrain>I guess the most common usecase is that someone compiles it on the server itself ..
18:32<+glx>like the APPLE case
18:33<TrueBrain>just because we can, doesn't mean we should .. so I rather go back to possibly usecases
18:33<TrueBrain>as adding code that nobody is using
18:33<TrueBrain>is just technical debt
18:33<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
18:34<TrueBrain>owh, of course, source.list can filter it out
18:35<TrueBrain>well, that works too, I guess
18:36<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
18:36<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7167: Reset ai gs non anchored settings
18:37<Samu>my terribad english
18:38<LordAro>Samu: your english is fine, the issue is usually that you don't use it :p
18:38<TrueBrain>weird .. if you link SDL against OpenTTD without it using it, it is still linked
18:38<TrueBrain>I assumed that was detected, and it was not linked
18:39<LordAro>that's normal
18:39<LordAro>it'll strip it out if you statically link, iirc
18:39<TrueBrain>it might be, but I expected optimizations to kick in these days
18:39<DorpsGek_II>[OpenTTD/OpenTTD] Berbe opened issue #7311: Wrong determination of personal directory
18:40<+glx>TrueBrain: updated the improved flags PR
18:40<TrueBrain>static linking is a completely different set of operations :)
18:40<TrueBrain>but it should be able to detect it is not using the library, not?
18:40<TrueBrain>bit disapointed ..
18:40<Beerbelott>LordAro: I made the issue as explicit as possible, thus the time taken for it
18:40<+glx>oups I left the debug message
18:41<Beerbelott>Hope it's clear enough and pointing somehow the right way...
18:42<Samu>1.10.0 has lots of prs
18:42<LordAro>TrueBrain: RC1 tomorrow? :)
18:42<Samu>ah, the emergency save thing
18:42<Samu>i knew i was forgetting something
18:42<Samu>let's test
18:44<TrueBrain>glx: I spotted ;) Seriously, a few of those comments made it so much more clear :D tnx!
18:44<TrueBrain>LordAro: monday? Meh .. feels weird :P
18:44<TrueBrain>LordAro: anyway, I have nothing to do for it, so when ever you want to
18:44<+glx>and I simplified it too
18:45<Samu>ah, I remember, the emergysave was causing a crash because some variables were changed to "main menu" before saving. AI/GS would crash because the client believed it had instances running.
18:45<Samu>and clients never run ai instances
18:45<TrueBrain>glx: some minor comments, but I was goldplating :)
18:46<Samu>it was asking the "instances" to save
18:46<TrueBrain>LordAro: dedicated server, doesn't need ICU, fontconfig, freetype, SDL, right?
18:46<+glx>well I need to remove the message() anyway, so I can touch the comments too :)
18:46<LordAro>TrueBrain: it'll need ICU for sorting
18:47<LordAro>TrueBrain: also, "tomorrow" as in "after sleeping" :p
18:47<+glx>dedicated needs compression stuff too ;)
18:47<TrueBrain>LordAro: ah, the UGT Tomorrow :D
18:47<Samu>this was for TrueBrain
18:47<TrueBrain>@kick Samu please, give us more context if you are talking; you are now just noise
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18:47<+glx>Samu: explain it in the PR
18:47<TrueBrain>we keep asking ...
18:48<TrueBrain>LordAro: so fontconfig / freetype it can do without?
18:48<+glx>I think it's about the close PR related to AI/GS saving
18:48<TrueBrain>glx: yeah .. I hate that we have to put effort into finding out what he means
18:48<LordAro>TrueBrain: 7 hour SLA, excellent :p
18:49<LordAro>TrueBrain: i think so? i've never tried compiling dedicated, but it's what i would expect
18:49<LordAro>i can possibly see fontconfig still being necessary
18:50*LordAro sleptiem
18:50<+glx>visual studio is silly, it detects cache modification in all build trees and usually fall in a somehow infinite cmake run loop
18:51<TrueBrain>fluidsynth currently is not optional for dedicated servers :D (as in,it is linked if it is found)
18:51<TrueBrain>freetype and fontconfig are currently skipped
18:51<+glx>recent addition, probably not well tested ;)
18:51<TrueBrain>ICU too
18:52<TrueBrain>lol @ glx :) I haven't had that yet
18:52<TrueBrain>was quiet surprised how good the rebuilding worked
18:52<TrueBrain>okay, for dedicated servers it does detect SDL, but doesn't use it
18:52<TrueBrain>that way, it is only 3 lines of code
18:53<TrueBrain>I am fine with that
18:54<+glx>unset WITH_XXX ?
18:54<+glx>well XXX_FOUND
18:55<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
18:56<TrueBrain>okay .. next job would be to port regression to cmake
18:56<TrueBrain>except for the windows oddities, that should be easy
18:56<TrueBrain>after that baseset generation ..
18:56<TrueBrain>followed by bundling
18:56<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
18:58<TrueBrain>btw glx, if we move source.list to CMake world, you normally get a src/CMakeLists.txt , and a CMakeLists.txt per subdirectory in there
18:58<TrueBrain>we don't have to jump there immediately, but just so you know that is sort-of the endstate there
19:00<TrueBrain>and feel free to move your MT/MD thing into the branch if you picked up those comments of mine (or even feel free to ignore some :P)
19:00<TrueBrain>don't forget to close the PR after ;)
19:00<TrueBrain>for now, bedtime for me
19:00<+glx>ok, I just converted source.list to test anyway
19:00<TrueBrain>I saw :) It is a good step forward :)
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19:06<Samu>can I talk?
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19:07<nnyby>Samu: lol yes
19:08<DorpsGek_II>[OpenTTD/OpenTTD] Berbe commented on pull request #7286: Add #2155: newheightmapgame command
19:09<DorpsGek_II>[OpenTTD/OpenTTD] Berbe commented on pull request #7286: Add #2155: newheightmapgame command
19:11<Samu>im testing
19:12<Samu>TrueBrain, requested it
19:13<+glx>but you should explain on the PR, not here
19:14<+glx>even if people are present when you say it, they may forget
19:18<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7190: Fix #7188: AI instance crash when reloading AI in a server, and an AI…
19:19<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code)
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19:54<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7270: Introduce CMake (and removing all other project-related code)
20:11<DorpsGek_II>[OpenTTD/OpenTTD] glx22 approved pull request #7225: Add: Various AI/GS functions that may be useful.
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20:19<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened pull request #7312: Feature: Increased aircraft breakdown rate based on travelled tiles.
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20:26<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7312: Feature: Increased aircraft breakdown rate based on travelled tiles.
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20:27<Samu>the evil commit checker
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20:29<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7312: Feature: Increased aircraft breakdown rate based on travelled tiles.
20:31<Samu>why is it failing now? :(
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20:40<+glx>it was not the commit checker ;)
20:41<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened pull request #7313: Change: Pause running costs on standard road stops.
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21:04<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7313: Change: Pause running costs on standard road stops.
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21:23<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened pull request #7314: Change: Separate forbid 90 deg for trains and ships
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21:26<Samu>faster server autosaves ... i don't think you want this
21:27<Samu>considering save empty script was rejected
21:29<Samu>(dis)allow large aeroplane on short runway
21:31<Samu>it was controversial
21:34<Samu>I call it the electric rails for aircraft
21:34<Samu>similar in purpose
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22:11<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened pull request #7315: Feature: Move players to company accepting take-over offer.
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22:16<Samu> also controversial :|
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23:46<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
23:57<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
---Logclosed Sun Mar 03 00:00:27 2019