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#openttd IRC Logs for 2019-03-03

---Logopened Sun Mar 03 00:00:27 2019
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00:05<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
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00:09<Beerbelott>Fail: /azure-pipelines-ci.yml: Unable to find file /azure-pipelines/templates/windows-build.yml in repository self using ref refs/pull/7286/merge and commit b90b99b5c3bfb3c4ee1e9e90e47537f77c56f698: Not Found
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01:10<DorpsGek_II>[OpenTTD/OpenTTD] PeterN closed pull request #7313: Change: Pause running costs on standard road stops.
01:10<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7313: Change: Pause running costs on standard road stops.
01:13<DorpsGek_II>[OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7261: Add: Road vehicle path cache.
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01:45<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7261: Add: Road vehicle path cache.
01:46<@peter1138>Let's see if the CI bothers to build it this time :p
01:46<@peter1138>Ah, looks better.
01:52<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7312: Feature: Increased aircraft breakdown rate based on travelled tiles.
01:54<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7314: Change: Separate forbid 90 deg for trains and ships
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01:58<blelch>How do I 'quit'? I can't seem to find a button/option for that
01:58<blelch>oh; nevermind
01:58<blelch>it was under Save
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02:14<blelch>When I 'exit' the game, my desktop freezes for a while with everything displaced
02:14<blelch>it doesn't exit cleanly
02:18<@peter1138>Running fullscreen at a different resolution?
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03:09<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7316: Change: Always report error when ordering a road vehicle to wrong type of road stop.
03:10<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7272: Change: [NPF] Add path cache for ships.
03:11<@peter1138>Off for the day, bye.
03:15<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh merged pull request #7225: Add: Various AI/GS functions that may be useful.
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03:41<blelch>peter1138: yes..
03:46<@Alberth>switching screen size means the OS needs to rebuild the screen, changing memory layout of the screen, and querying all applications to redraw themselves. That takes time, especially if they have to be retrieved from the disk
03:47<@Alberth>in the mean time, it shows the re-organized memory of the screen, but the applications haven't painted their part yet, so you get a nice colourful mess for a while
03:49<nielsm>okay, maybe derail yet some more valleys
03:49<nielsm>and get the steam train going this time
03:50<@Alberth>derail valleys? :)
03:50<andythenorth>so I need this, but for regular shell
03:50<andythenorth>and somehow it has to get the github creds safely from an Azure Service Connection
03:50*andythenorth has no suitable emoji
03:52<andythenorth>planetmaker: do we want to keep bundles?
03:52<andythenorth>(as a concept)
04:00<nielsm>hmm should I maybe stream this valley thing? I probably won't be commentating on it and may just tab out at random times though
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04:42<blelch>Alberth: okay! I set it to the right res... lemme see if it still happens
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04:55<nielsm>lol RIGHT on time!
05:02<DorpsGek_II>[OpenTTD/OpenTTD] J0anJosep commented on pull request #7314: Change: Separate forbid 90 deg for trains and ships
05:03<TrueBrain>you go girl! :P
05:05<TrueBrain>peter1138: what are the odds of making a non-draft?
05:05<@Alberth>wont be back today (for his value of day)
05:07<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7314: Change: Separate forbid 90 deg for trains and ships
05:07<TrueBrain>ghehe :) Well, I hope he has a backlog :P
05:08<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7232: Change: Don't apply forbid 90 deg turn settings to ships.
05:08<nielsm>pro shunting technique: stand on the roof of the shunter when backing up
05:11<TrueBrain>hmm .. can you take over companies in MP that are controlled by other players?
05:12<TrueBrain>thought that was never possible :P
05:12<nielsm>only if they bankrupt
05:12<Eddi|zuHause>TrueBrain: on bankupcy
05:12<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7316: Change: Always report error when ordering a road vehicle to wrong type of road stop.
05:13<TrueBrain> <- this sounds like the wrong fix .. and I am not a big fan of yet-another-setting
05:13<TrueBrain>the way I see this more useful, is if in the bankrupt dialog you can say: yes, yes + players, no
05:14<TrueBrain>how that PR is done, feels like an anti-feature with a lot of unexpected side-results :P
05:14<TrueBrain>guess the real life scenario of: if you take over the company, depending on the company, you might or might not want to take over the personal too :P
05:14<TrueBrain>anyone agree/disagree on that statement?
05:15<Eddi|zuHause>i thought we discussed that feature in a forum thread a few years ago, with the outcome: "if someone bought the company, they would obviously oust the manager that made it bankrupt"
05:16<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain closed pull request #7312: Feature: Increased aircraft breakdown rate based on travelled tiles.
05:16<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7312: Feature: Increased aircraft breakdown rate based on travelled tiles.
05:17<TrueBrain>Eddi|zuHause: yeah ... I guess in MP you can be "the nice guy"
05:17<Eddi|zuHause>TrueBrain: well, you could have a feature to invite spectators into your company
05:18<Eddi|zuHause>don't even have to give them your password that way
05:18<TrueBrain>I like that
05:19<Eddi|zuHause>(we might want to revisit how passwords work in that step)
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05:20<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7315: Feature: Move players to company accepting take-over offer.
05:20<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain closed pull request #7315: Feature: Move players to company accepting take-over offer.
05:21<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain requested changes for pull request #7306: Add: Chrono based TIC() and TOC() in debug
05:21<TrueBrain>it is annoying how many PRs he makes in a day, without contributing to PRs of other people .. this is unbalanced ..
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05:25<nielsm>it's a lot of work mentoring someone who can write functioning code, but not great code, and does not have the experience/education to reason about code and recognize good/bad code and program structure
05:25<TrueBrain>Eddi|zuHause: <- so this makes it that planes still crash when they are big and the airport is not, even if they have the crash-setting off? And only with a cheat-on it is prevented? As that is exactly what I expect already would happen :D
05:25<TrueBrain>nielsm: yup
05:26<Eddi|zuHause>TrueBrain: yes, that is what that does, and also what i expected.
05:26<Eddi|zuHause>TrueBrain: we might want to explain that better in the settings dialog
05:27<TrueBrain>that is a change in a translation string, right?
05:27<TrueBrain>3276 <- feels random; I dont like magic values ..
05:28<TrueBrain>0xCCC .. not much better
05:28<TrueBrain>0x4000 / 20, I guess
05:28<TrueBrain>but that is not much better :D
05:28<nielsm>3276 = 32768/10
05:28<Eddi|zuHause>TrueBrain: it's the value that has been there for years. original was 0x10000/20
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05:29<TrueBrain>Eddi|zuHause: I understand; is no reason to leave it there now :D
05:29<TrueBrain>@calc 1<<22
05:29<@DorpsGek>TrueBrain: Error: Something in there wasn't a valid number.
05:29<Eddi|zuHause>@calc 2**22
05:29<@DorpsGek>Eddi|zuHause: 4194304
05:29<TrueBrain>ty :)
05:29<TrueBrain>@calc 3276 / (2**22)
05:29<@DorpsGek>TrueBrain: 0.000781059265137
05:29<TrueBrain>that is a small odd?
05:29<Eddi|zuHause>it seems low, but it is rerun multiple ticks in a row
05:30<TrueBrain>ah :)
05:30<Eddi|zuHause>multiple aircraft ticks, so might depend on plane speed setting
05:30<TrueBrain>what an odd function :)
05:30<andythenorth_>i guess I have some puzzles
05:31<Eddi|zuHause>yeah, but i didn't feel like completely rewriting it :p
05:31<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7302: Change: make crash chance at short runway independent of plane crash …
05:31<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7293: Add: No plane crashes unless runway is too short option
05:32<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain closed pull request #7293: Add: No plane crashes unless runway is too short option
05:32<andythenorth_>TL:DR; what’s the purpose/future of coop devzone?
05:32<andythenorth_>it has ~100 projects
05:32<andythenorth_>but it’s a maintenance burdeb
05:33<TrueBrain>it exists out of a necessity in times things like GH did not exist (yet)
05:33<Eddi|zuHause>andythenorth_: it seems like fragil undermaintained infrastructure
05:33<andythenorth_>should we just sack it?
05:33<Eddi|zuHause>you should teach people how to migrate away from it
05:33<nielsm>how many projects are active on it?
05:33<nielsm>(e.g. received commits within the last 1 year)
05:34<andythenorth_>but there are programatic ways to detect that
05:34<TrueBrain>Eddi|zuHause: I milestoned your patch for 1.10, as I think it is unwise to put it in 1.9 at this stage :)
05:34<Eddi|zuHause>that is fine
05:34<andythenorth_>there was a script for devzone activity
05:34<TrueBrain>andythenorth_: indeed, migrate people away till the activity is too low :)
05:35<Eddi|zuHause>nielsm: in NewGRF land, that might be a bad way to measure "active"
05:35<TrueBrain>the thing with these things: once started, you can never go back :)
05:35<andythenorth_>well I am not the maintainer, but otherwise yes
05:35<Eddi|zuHause>and even if they're not "active", it's way too valuable as an archive
05:35<andythenorth_>so the offering of coop was simplicity
05:35<Eddi|zuHause>to just go "so long, and thanks for all the fish"
05:36<andythenorth_>but the alternatives are much less simple
05:36<andythenorth_>so far
05:36<TrueBrain>nielsm: any chance you can fix up for the few things requested? Would be nice to have it in 1.9 I guess :)
05:37<andythenorth_>so are we abandoning the offer of simple service for grfs?
05:37<Eddi|zuHause>andythenorth_: the benefits, at least for my perspective, were always: "i want to play with trains, leave all that technical stuff to more experienced specialists"
05:37<nielsm>a maybe acceptable roadmap would be something like offer a feature to mark a project "closed"/"moved", inform everyone they should be moving out, after a while put everyone on read-only, and later after that pack everything into archive files and only offer big-pack downloads
05:37<andythenorth_>or rolling a new one?
05:37<TrueBrain>andythenorth_: template it on GitHub
05:37*nielsm has not yet derailed
05:38<Eddi|zuHause>nielsm: so false advertising?
05:38<TrueBrain> <- is it me, or is this something more for a patchpack?
05:38<TrueBrain>I don't see the use of having 100000 settings in OpenTTD
05:39<nielsm>TrueBrain, so how far towards do you lean? :P
05:39<andythenorth_>I am -1 to 7294
05:39<andythenorth_>more combinatorial shit
05:40<Eddi|zuHause>if you don't want level crossings over your rails, use a railtype that forbids it?
05:40<TrueBrain>nielsm: lol :) What a text :P
05:40<TrueBrain>the one thing I never liked in OpenTTD, that for everything we added a setting
05:40<nielsm>Eddi|zuHause sounds like the most reasonable yes
05:40<TrueBrain>new PF? Lets make a new settings
05:40<TrueBrain>New idea? MORE SETTINGS
05:40<TrueBrain>people are drowning in settings
05:40<TrueBrain>same to the UI btw
05:41<TrueBrain>when I open OpenTTD now, I am lost in the complexity of the UI
05:41<TrueBrain>so many buttons I can click
05:41<TrueBrain>andi for what ...
05:41<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh closed pull request #7294: Add: Allow or disallow company level crossings as a game setting
05:41<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7294: Add: Allow or disallow company level crossings as a game setting
05:41<TrueBrain>awh, nielsm beat me to it :(
05:41<TrueBrain>I was closing stuff, ffs :P :D <3 :)
05:43<andythenorth_>objectives on wiki say we prefer content to settings
05:43<TrueBrain> <- I am always so-so with these things ..
05:45<TrueBrain>1.9 or 1.10 for #7287?
05:45<nielsm>seems pretty low-risk to me
05:46<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain approved pull request #7287: Change: Allow vehicle group names to be non-unique.
05:46<Eddi|zuHause>i'm usually on the "don't rush it" side..
05:46<Eddi|zuHause>but i also never get anything done... :p
05:46<nielsm>so RC is next weekend?
05:47<TrueBrain>nielsm: LordAro wanted today .. I dont care :P
05:47<TrueBrain>this bridge stuff ....
05:48<TrueBrain>too many work in there ..
05:48<TrueBrain>what do we do about that ..
05:48<TrueBrain>storing the townid in map of course solves a lot of things .. but .. do we want that?
05:49<TrueBrain> is small and elegant, but still not the real solution, I guess
05:50<Eddi|zuHause>wasn't there a "don't build bridges before the first house" patch?
05:51<TrueBrain>there is?
05:51<TrueBrain>even with that, I like #7284, as it is a bit more clever than to look for the nearest town :)
05:51<TrueBrain>not perfect, but a nice bridge (pun intended) between the solutions, I guess
05:52<nielsm>I like the "no bridges before first house" idea too
05:52<TrueBrain>where is it?
05:52<nielsm>I mean, if the town is not viable _without_ a bridge, that was a pretty bad town location
05:52<TrueBrain>but even with such patch, #7284 fixes a huge performance issue
05:52<TrueBrain>so is that worth it?
05:53<TrueBrain>than we have, which seems something for the long-term more ..
05:54<nielsm>this might make you derail:
05:55<Eddi|zuHause>well, if the short-term solution doesn't block the long-term one it should be fine?
05:55<TrueBrain>I cannot find a PR that does "no bridge before first house"
05:55<nielsm>I think that was an alt solution on samu's pr for a while
05:56<Eddi|zuHause>[Dienstag, 26. Februar 2019] [15:54:58 CET] <peter1138> I added "if (t->population == 0) return false;" ... first line of the function.
05:56<TrueBrain>Eddi|zuHause: lol .. so yeah, that is not a PR
05:56<TrueBrain>okay, you know what, lets delay all this to 1.10
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05:57<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7284: Fix #7043, Fix #7274: Delete town owned bridge based on adjacent tile ownership, not nearest town.
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05:57<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7298: Fix multiplayer emergency save
05:58<TrueBrain>awh, I liked the ALT+9
05:58<TrueBrain>owh well, this works too :)
05:58<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain approved pull request #7298: Fix multiplayer emergency save
05:59<andythenorth_>newgrf editing directly in openttd?
05:59<andythenorth_>then just pickle the memory state?
05:59<Eddi|zuHause>can't see that working out...
05:59<TrueBrain>hmm, I cannot filter the draft PRs in the overview? Odd
05:59<nielsm>could also make force desync a console command instead
05:59<andythenorth_>stop pissing around with abstractions?
05:59<nielsm>much less accidentally hittable
06:00<Eddi|zuHause>nielsm: but then that should also apply to crash
06:00<andythenorth_>funny story: we just removed the ‘crash the app’ view at work this week
06:00<TrueBrain>ALT+0 or ALT+9 .. they both make you cry .. so I didnt mind
06:00<TrueBrain>but meh ..
06:00<TrueBrain>it is what it is :)
06:01<TrueBrain>an oldie: <- yea or nay?
06:01<nielsm>I'm not at all sure what the state of it is
06:01<TrueBrain>I understand what they try to fix, but is it a fixable thing ..
06:01<nielsm>but in general I still think the idea is bad
06:01<Eddi|zuHause>it's a "it's-fixable-but-you're-trying-too-hard"
06:01<andythenorth_>it’s a real issue
06:02<andythenorth_>the problem is likely the author
06:02<andythenorth_>the issue is stupid and annoying
06:02<TrueBrain>so the problem is real but the solution is wrong?
06:02<TrueBrain>or what are we saying here?
06:03<andythenorth_>there will be a low trust in the results of that PR
06:03<andythenorth_>the problem is minor, but real
06:03<Eddi|zuHause>as in "use these 5 lines that are close enough instead of these 30 lines that are fiddling with individual straws"
06:03<andythenorth_>and the kind of thing we should be capable of solving
06:04<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh merged pull request #7287: Change: Allow vehicle group names to be non-unique.
06:04<andythenorth_>circ tile search when placing a house or something
06:04<andythenorth_>or fix it in newgrf
06:05<andythenorth_>if I had more andythenorths I would make a house set that fixes it
06:06<andythenorth_>I already fixed industries doing similar things
06:06<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #6931: Change: Prevent town growth from blocking ships
06:06<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain closed pull request #6931: Change: Prevent town growth from blocking ships
06:06<TrueBrain>so how is going?
06:07<TrueBrain>feels done? Not sure what it is waiting/blocking on
06:07<andythenorth_>it’s frigging onerous to test
06:08<andythenorth_>needs playing for multiple years on multiple maps
06:08<Eddi|zuHause>that's why it should have been in a beta so people can give feedback (which they never do)
06:08<andythenorth_>fixing the broken part is valid, no?
06:09<TrueBrain>so lets ship it in 1.10 ;)
06:09<andythenorth_>it will just cause some downstream noise
06:09<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7029: #6315 Rail fences in snow or desert
06:10<TrueBrain> <- I am not sure this will ever make it in .. near impossible to review .. but it might be good
06:10<TrueBrain>we need someone that dig into that .. meh
06:11<Eddi|zuHause>yeah, seems way too big
06:11<andythenorth_>leave it open, and don’t look at it
06:11<Eddi|zuHause>also not my area
06:11<andythenorth_>UI design does not go well when done by inexperienced designers
06:11<andythenorth_>who lack empathy
06:12<andythenorth_>and are solving a very specific niche personal goal
06:12<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7184: Change: Distribute cargo to multiple stations or industries
06:12<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh merged pull request #7298: Fix multiplayer emergency save
06:12<andythenorth_>the UI is already high friction
06:12<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh closed issue #7280: Emergency netsave on desync saves title game
06:12<TrueBrain>andythenorth_: the "leave it open" means it will be there for ever .. as it keeps on getting rebased ;)
06:13<andythenorth_>well...there’s a lot of effort in that WIP
06:13<andythenorth_>how many parades do we want to piss on?
06:13<TrueBrain>I want a healthy list of PRs
06:13<TrueBrain>not a list of "we are too scared to touch tme so we don't"
06:14<Eddi|zuHause>TrueBrain: can we adjust the default filter options when viewing the "PR" tab to exclude WIP?
06:14<TrueBrain>breaking some eggs from time to time is not the worst
06:14*andythenorth_ has had a week of ripping plasters off one way or the other
06:14<TrueBrain>Eddi|zuHause: I want to filte rout the draft PRs, but I havent found out how yet :(
06:14<andythenorth_>broken eggs Mon-Fri
06:14<andythenorth_>all out of egg breaking energy :p
06:15<TrueBrain>that is why I was doing it :)
06:15<TrueBrain>I had some left over from this week :P
06:15<andythenorth_>it’s a kw in search no?
06:15<TrueBrain>okay, 3 entries for 1.9 left
06:15<nielsm>taking a look at now
06:16<andythenorth_>peterer is such a spammer pf PRs :)
06:16<Eddi|zuHause>TrueBrain: apparently there's a "no:something" filter, not sure how it works
06:16<andythenorth_>the filters are good, once you learn them
06:17<andythenorth_>takes a bit of effort
06:17<andythenorth_>filtering out specific author is what I do most
06:17<Eddi|zuHause>doesn't seem like the right one
06:17<Eddi|zuHause>andythenorth_: what string do you use for that?
06:17<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on issue #7062: Ship pathfinders ignore the max order distance
06:18<andythenorth_>something like -author:name
06:18<Eddi|zuHause>oh, -
06:18<andythenorth_>on phone, cba to try
06:18<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on issue #6922: Replace ICU ParagraphLayout with something else?
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06:19<Eddi|zuHause>TrueBrain: so "-is:draft"?
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06:19<TrueBrain>doesn't work for me?
06:20<Eddi|zuHause>result seems strange
06:20<@peter1138>sorry for spamming prs
06:20<@peter1138>i will stop
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06:20<TrueBrain>peter1138: why? :)
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06:20<andythenorth_>i think it’s probably ok peter1138
06:21<andythenorth_>on balance :p
06:21<TrueBrain>your PRs at least have reasoning and can be understood .. and are expected to be the least amount of lines needed to fix the issue :D
06:21<andythenorth_>if only they weren’t getting lost amongst the others
06:22<TrueBrain>Eddi|zuHause: it is either "is:open", "is:closed" or "is:draft"
06:22<TrueBrain>they seem to overload eachother
06:22<TrueBrain>(including the -)
06:22<TrueBrain>so "-is:draft" shows both open and closed :D
06:23<andythenorth_>what’s the PR count now?
06:23<andythenorth_>can we have a bot that whines if they exceed 2 pages on GH
06:24<TrueBrain>sure; no clue what good it does
06:25<TrueBrain>I did consider a rate limit per user :P
06:25<TrueBrain>reject if you have more than N PRs in N hous
06:25<TrueBrain>but than I remember what I really wanted
06:25<TrueBrain>is if name is N, reject if more than N PRs are open
06:25<TrueBrain>so that is not fair :P
06:26<TrueBrain>Eddi|zuHause: ah, the - doesn't seem to work
06:26<TrueBrain>documentation also suggest you can only search on things, not on not things
06:26<Eddi|zuHause>yeah, i was looking for it
06:26<Eddi|zuHause>but can't find anything
06:27<@peter1138>that town bridge 0 pop thing, it was samu's pr but he totally changed it
06:27<TrueBrain>so it is guess for a new PR ? :D
06:27<@peter1138>i'm a bit sliw, reading on mobile
06:27<Eddi|zuHause> <-- seems to say "not" or "-" should work
06:27<andythenorth_>my phone client crashes hard every 5mins
06:28<andythenorth_>mega lolz
06:28<nielsm>09:11:10 - <@peter1138> Off for the day, bye. 12:20:20 - <@peter1138> sorry for spamming prs
06:28<nielsm>short day
06:28<TrueBrain>Eddi|zuHause: possibly that is for the genereic search? I don't know ..
06:28<@peter1138>im still out, i cant code
06:29<TrueBrain>Eddi|zuHause: yeah, NOT and - are not working there
06:29<Eddi|zuHause>i think it says "not" works for words, and "-" for qualifiers
06:29<TrueBrain>owh well
06:29<TrueBrain>it does work for labels
06:30<andythenorth_>label more stuff :p
06:30<TrueBrain>so there are 49 open PRs
06:30<TrueBrain>4 with label WIP
06:30<TrueBrain>when I search for -label:wip
06:30<TrueBrain>I have 46 PRs
06:30<TrueBrain>someone .. is not good at math
06:30<andythenorth_>includes closed?
06:31<Eddi|zuHause>maybe "draft" is the wrong word?
06:31<TrueBrain>Eddi|zuHause: is:draft
06:31<TrueBrain>works fine
06:31<Eddi|zuHause>yeah, but...
06:31<TrueBrain>okay, 1.9 milestone has just 1 entry left, on which nielsm said he was working .. so .. we are almost there :D
06:31<TrueBrain>anything we are missing?
06:31<TrueBrain>now is the best time, I guess
06:32<@peter1138>i can tag all mybstuff 19 if yiu like
06:32<Eddi|zuHause>if i add " -is:draft " i suddenly get "won't implement" in the results
06:32<TrueBrain>if you enjoy doing that :D But not sure that is helping ;) :D
06:32<TrueBrain>Eddi|zuHause: "-is:draft" returns EVERYTHING
06:32<TrueBrain>I noticed :P
06:33<TrueBrain>peter1138: and remember, the sooner we branch 1.9, the sooner you can merge all your shiny toys :)
06:35<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7288: Fix 23960d0f2c: Company livery window shows incorrect groups when opened from group window in multiplayer.
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06:36<nielsm>woah LOOK at this!
06:36<nielsm>two new 1.9 features in one shot
06:36<Eddi|zuHause2>a bot that attaches WIP label to all draft PRs?
06:36<Eddi|zuHause2>then filter on "-label:WIP"?
06:36<nielsm>adjacent stations built without ctrl
06:37<nielsm>and town building bridge over rail
06:37<TrueBrain>nielsm: :D
06:37<TrueBrain>Eddi|zuHause2: yeah .. possible
06:37<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7288: Fix 23960d0f2c: Company livery window shows incorrect groups when opened from group window in multiplayer.
06:37<TrueBrain>I guess probot could help there, as they give a framework for bots with these easy jobs
06:37<Eddi|zuHause2>or ask some github support how to filter on draft-pr?
06:38<TrueBrain>I btw cannot change the default search query
06:38<andythenorth_>towns that prefer bridges to crossings? o_O
06:38<TrueBrain>so it would be manual work anyway, every time you open that page
06:38<Eddi|zuHause2>hm, sad
06:38<TrueBrain>nielsm: most I like about that screenshot the huge difference between the resolution of the station etc, and the labels :D
06:38<TrueBrain>that looks so weird :P
06:39<@peter1138>andy not sure its meant to prefer bridges, just build if possible
06:39<TrueBrain>right, time for lunch. After that hopefully LordAro can make a 1.9 branch :P (or anyone else, ofc)
06:39<@peter1138>if its never building crossi gs, then tgats a regression
06:40<@peter1138>before the change it wasnt possible
06:40<Eddi|zuHause2>i would have thought it's limited to cases where it can't build a crossing (disabled, signal, diagonal rail, whatever)
06:40<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7288: Fix 23960d0f2c: Company livery window shows incorrect groups when opened from group window in multiplayer.
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06:42<andythenorth_>I was making a feature request :)
06:42<nielsm>I think I'd prefer if small towns tended to build level crossings over rail, while large cities would tend to build bridges
06:42<nielsm>more or less yes
06:42<@peter1138>nielsm, make a pr for that then :)
06:43<@peter1138>sounds reasonable to me
06:43<Eddi|zuHause>base it on town zone?
06:43<@peter1138>pop makes more sense
06:43<DorpsGek_II>[OpenTTD/OpenTTD] J0anJosep updated pull request #7272: Change: [NPF] Add path cache for ships.
06:43<nielsm>a rich town has more money to spend on bridges :P
06:44<@peter1138>yes, this
06:44<Eddi|zuHause>doesn't mean they will :p
06:44<@peter1138>no but
06:44<nielsm>what I'd like even more was if the town could "back off" with a road that was about to cross a railroad
06:44<nielsm>and build a bridge instead
06:44<Eddi|zuHause>however, if one or both of the ends are sloped, it should lean towards bridge
06:45<Eddi|zuHause>nielsm: i'd like that approach more, if a house could be built next to a bridge ramp, so you'd not leave houses which normally couldn't be built
06:45<nielsm>e.g. had built this: and then changed to this:
06:46<@peter1138>cool, do it ;)
06:46<nielsm>Eddi|zuHause we got towns building on diagonals early in this dev cycle :)
06:46<nielsm>so that hole left in should be buildable here
06:46<@peter1138>could be 1.10 chsnge, heuristics deciding how to expand
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06:48<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7288: Fix 23960d0f2c: Company livery window shows incorrect groups when opened from group window in multiplayer.
06:49<nielsm>release RC without 7288 in, ask players to try to reproduce it?
06:57<DorpsGek_II>[OpenTTD/OpenTTD] J0anJosep commented on pull request #7272: Change: [NPF] Add path cache for ships.
07:01<TrueBrain>nielsm: I can see if I can reproduce it, I guess
07:02<TrueBrain>no clue what allthose words are in that ticket, but I am sure I will find out :)
07:03<+michi_cc>nielsm: One problem would be line 710 in company_gui, the call uses the window number but it is only set lateron.
07:03<@peter1138>wibdow number is reset during the initialization calls
07:05<TrueBrain>what is Group Livery, and where is the button? :D
07:06<TrueBrain>ah, colours I guess?
07:06<TrueBrain>hmm . .are we still missing some gfx?
07:06<TrueBrain>was that fixed already?
07:07<nielsm>guess it depends on opengfx vs original?
07:07<TrueBrain>tnx nielsm :) Still a questiomark here :P
07:07<TrueBrain>we have an openttd.grf for that, not?
07:08<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7306: Add: Chrono based TIC() and TOC() in debug
07:08<TrueBrain>also weird, that the group names are cross-server, not per player :P
07:08<TrueBrain>so as company 2, my group was prenamed Group 3
07:09<TrueBrain>while I had no groups yet
07:09<TrueBrain>okay, I can reproduce the issue
07:09<TrueBrain>lets see if the PR fixes it .. :D
07:12<TrueBrain>at least I cannot reproduce it with that fix applied :P
07:13<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain approved pull request #7288: Fix 23960d0f2c: Company livery window shows incorrect groups when opened from group window in multiplayer.
07:13<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain merged pull request #7288: Fix 23960d0f2c: Company livery window shows incorrect groups when opened from group window in multiplayer.
07:13<TrueBrain>so how about that missing grf stuff ..
07:16<TrueBrain>there is no newer OpenGFX too
07:16<TrueBrain>so how is it that it is fixed in your screenshot nielsm?
07:16<nielsm>I'm not using opengfx
07:16<nielsm>but original
07:16<nielsm>opengfx does not use openttd.grf afaik
07:16<TrueBrain>so it is fixed in openttd.grf ?
07:17<nielsm>the new sprite is in openttd.grf which is an addon to the original graphics
07:17<TrueBrain>k k
07:17<TrueBrain>so .. we need to fix OpenGFX before the 1st of April?
07:17<nielsm>so basically either make a new opengfx release, or implement a baseset missing sprites fallback mechanism
07:18<nielsm>that does not depend on the baseset definition file
07:18<nielsm>aBase and zBase etc. would probably also miss the new icon
07:18<TrueBrain>I see no changes in OpenGFX, so I assume it is not in there yet at all?
07:19<TrueBrain>yeah, and they should update too .. but as OpenGFX is auto-installed for most users on first play, it is a bit more important to already have that fixed on release :D
07:19<TrueBrain>we also need to bump NSIS for it
07:20<TrueBrain>so .. who to poke for making that happen?
07:20<nielsm>what if you upgrade your existing install, it won't know you need a new opengfx release will it?
07:20<TrueBrain>I guess you need to update via the Content Service
07:20<Eddi|zuHause>alledgedly, OpenGFX falls back to the openttd.grf sprites now, so a fix is not strictly necessary
07:20<TrueBrain>Eddi|zuHause: 0.5.2 does not, I promise you
07:20<Eddi|zuHause>it just will complain loudly to all users
07:21<Eddi|zuHause>well, i don't use opengfx
07:21<TrueBrain>but, who can fix/help with this? planetmaker? andy?
07:21<Eddi|zuHause>presumably, the fix is trivial? just needs someone with access to the repo?
07:22<TrueBrain>hence my question, who can fix/help with this
07:22<nielsm>it's just drawing one new sprite
07:22<nielsm>and adding it
07:22<TrueBrain>I had 5 ? icons btw
07:22<+michi_cc>TrueBrain: pm said he would update OGFX
07:22<TrueBrain>1 for the Livery, 4 in the Livery window
07:22<Eddi|zuHause>i would've just copied over the openttd.grf sprites?
07:22<Eddi|zuHause>instead of drawing new ones?
07:23<TrueBrain>michi_cc: any idea what the timeline was? Did he happen to mention?
07:23<nielsm>oh it does say so
07:23<+michi_cc>Check logs of last weekend :)
07:23<Eddi|zuHause>i wouldn't wait for this until release
07:24<nielsm>and for me it does fall back
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07:25<TrueBrain>Eddi|zuHause: we need this fixed before release (the OpenGFX bump)
07:25<TrueBrain>as it requires a change in the NSIS
07:25<TrueBrain>so OpenGFX has to be fixed before we can release :)
07:26<TrueBrain>nielsm: weird, it is not showing me that message ..
07:26<andythenorth>real irc
07:26*andythenorth off the phone
07:26<Eddi|zuHause>TrueBrain: maybe it picks an outdated openttd.grf?
07:27<TrueBrain>the one in master?
07:27<TrueBrain>the nightly does do it ... so .. lol
07:27<TrueBrain>that on its own is interesting ..
07:28<TrueBrain>but okay, that is not really relevant :)
07:28<TrueBrain>andythenorth: can you help to fix OpenGFX? Or is pm the only one?
07:28<TrueBrain>(it is missing a few sprites)
07:28<andythenorth>I can but not now
07:28<TrueBrain>soon? :)
07:28<andythenorth>probably today
07:29<andythenorth>I've never used it, but it's just copy-paste to a png?
07:29<TrueBrain>would be nice if we have an RC that already has them ;)
07:29<TrueBrain>no clue, don't ask me about NewGRF stuff :)
07:29*andythenorth assumes it's just open photoshop, paste, commit
07:30<+michi_cc>TrueBrain: Not necessarily for NSIS, as far as I can see an old OpenTTD would ignore extra GUI sprites at the end of the Action 5. Replacing the current download should be fine.
07:30<Eddi|zuHause>andythenorth: might be easier for the future if it was just copying the openttd.grf file over, instead of editing it
07:30<TrueBrain>michi_cc: not sure if I follow you
07:30<TrueBrain>michi_cc: NSIS downloads a specific OpenGFX
07:30<nielsm>the sprites for this are not visually quite compatible between original and opengfx:
07:30<TrueBrain>it would be nice if that already contains the correct sprites
07:30<nielsm>so new sprites would need to be drawn
07:30<TrueBrain>otherwise on first launch it complains it ismising sprites
07:30<TrueBrain>michi_cc: what do you mean?
07:31<+michi_cc>TrueBrain: Yes, but updating the file under the current URL shouldn't harm e.g. 1.8.0.
07:31<TrueBrain>michi_cc: but that is kinda hackish
07:31<TrueBrain>and besides, the file is downloaded under the OpenGFX version
07:31<TrueBrain>so we have to recreate 0.5.2
07:31<TrueBrain>that sounds really wrong :)
07:31<+michi_cc>It's not.
07:32<+michi_cc>${OPENGFX_BASE_VERSION}.7z" with !define OPENGFX_BASE_VERSION "1.2.0"
07:32<+michi_cc>You told me exactly that last weekend :p
07:32<TrueBrain>last weekend? That was a few weekends earlier, not? :)
07:32<TrueBrain>and yes, it uses the version to fetch the file
07:32<TrueBrain>but it should download it under its real name
07:32<TrueBrain>(as in, store on disk)
07:33<TrueBrain>well, I guess that still works, true
07:33<+michi_cc>That there is no need to bump the 1.2.0 version unless older OpenTTDs can't load it anymore.
07:33<TrueBrain>but it still feels rather dirty
07:33<TrueBrain>but okay, I guess you are right, we can fix it "later"
07:33<TrueBrain>but my main point was, that I rather have RC1 already not tell on startup it is missing sprites
07:33<TrueBrain>which it currently is :)
07:34<+michi_cc>Yes, definitely. It just doesn't depend on NSIS :)
07:34<TrueBrain>I still think we should also fix it in NSIS, but .. I agree it is not required ;)
07:34<TrueBrain>as far as I know, we always did it like that .. not sure if anything breaks if we do it another way :)
07:35<TrueBrain>but .. that is not based on facts ;)
07:35<+michi_cc>I'm quite sure we had OGFX changes after releasing OTTD 1.2.0.
07:35<TrueBrain>hmm, I can check that
07:35<TrueBrain>0.5.0 -> 0.5.2
07:35<TrueBrain>you are right
07:35<TrueBrain>so if it is strict backwards compatible, it should be fine
07:36<TrueBrain>0.4 -> 0.5 did need a NSIS bump
07:36<TrueBrain>okay, fair enough michi_cc :)
07:36<TrueBrain>another puzzle: when I build OpenTTD via CMake, it is not telling me it is missing sprites
07:36<TrueBrain>same codebase
07:38<TrueBrain>so we still configure something differently ... oh-oh
07:43<Eddi|zuHause>i still suspect it's picking a wrong openttd.grf
07:43<TrueBrain>it is commited in master, not?
07:43<TrueBrain>hmm .. possibly it is not using the right folder?
07:44<TrueBrain>I run it from bin/
07:44<TrueBrain>but ... I know sometimes the searchpaths are off :P
07:44<Eddi|zuHause>i think so, but maybe it's not copied correctly?
07:44<andythenorth>I am not maintaining the ogfx sprite style :)
07:44<TrueBrain>it is not copied at all, openttd.grf
07:44<TrueBrain>it is just there :P
07:45<TrueBrain>hmm, found another cmake related issue .. it is rebuilding my project every time .. wtf is that ..
07:46<TrueBrain>possibly glx knows that
07:46<Eddi|zuHause>TrueBrain: i suspect you have an openttd.grf elsewhere, and it gets confused
07:48<TrueBrain>okay, if I copy the file in Documents/OpenTTD/baseset, it does work as expected
07:49<TrueBrain>so it is really not seeing the version in bin/
07:49<TrueBrain>there are no other locations it could hide, as far as I can tell
07:49<TrueBrain>it does find the opntitle.dat ..
07:51<TrueBrain>also the obms and obses
07:51<TrueBrain>it is only the openttd.grf it is not finding there :P
07:51<TrueBrain>the wonderful world of OpenTTD search paths :)
07:52<DorpsGek_II>[OpenTTD/OpenTTD] J0anJosep closed pull request #7238: Codechange: Remove assert when trying to intersect two tile areas and…
07:52<DorpsGek_II>[OpenTTD/OpenTTD] J0anJosep commented on pull request #7238: Codechange: Remove assert when trying to intersect two tile areas and…
07:52<TrueBrain>owh well, can't be bothered. Tnx Eddi|zuHause, for the breadcrumbs :)
07:53<andythenorth>I read a thing this weekend about someone who quit developing software :)
07:55<TrueBrain>you sound like Samu now :)
07:55<TrueBrain>this random out-of-context line of text :P
07:55<Eddi|zuHause>the desease is certainly spreading
07:56<TrueBrain>the main difference is, that in this case I am curious what he is talking about
07:57<Eddi|zuHause>that is the nature of clickbait
07:57<TrueBrain>so he is making money out of these quotes? :o
07:58<Eddi|zuHause>step 1: clickbait
07:58<Eddi|zuHause>step 2: ???
07:58<Eddi|zuHause>step 3: profit!
07:59<andythenorth>I've always posted out of context
07:59<andythenorth>and random 6-line streams of consciousness
07:59<andythenorth>the difference is I ship stuff, and don't clutter up PRs
08:00<andythenorth>nor highlight people with 'help'
08:00<TrueBrain>but yet you keep us in suspense!
08:01<andythenorth>a Ruby guy who suddenly quit, because software is awful
08:01<andythenorth>I skim read the novel, there's a PDF of it
08:02<andythenorth>reminds me of stuff I wrote 15 years ago, but never finished
08:02*andythenorth is having a 'sofware is awful' weekend :P
08:03<TrueBrain>as longt as it is contained in a weekend :P
08:05<andythenorth>mostly I think it's the slow collapse of coop, and who that leaves maintaining all the coop stuff
08:05<andythenorth>seems to be me
08:06<TrueBrain>so be like me, and move it to places others can maintain it :)
08:06<andythenorth>I only joined coop because I was asked to put my code somewhere it would be preserved for the community if I left
08:06<andythenorth>I was never a maintainer, just a user
08:07<Eddi|zuHause>andythenorth: there's several layers to that
08:07<andythenorth>now, instead of doing what I want, which is working on newgrfs
08:07<andythenorth>I'm rebuilding a system so other people can work on newgrfs, but not me
08:07<andythenorth>because I'm now the maintainer
08:07<andythenorth>seems like an own goal
08:10<TrueBrain> <- what a nice format :)
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08:13<nielsm>I hope "bug fixes and improvements" covers vegetation not covering the track and trees growing through bridges
08:14<nielsm>because that's my biggest annoyance with it atm
08:14<nielsm>I'd play with vegetation off but that just makes it look sad
08:14<andythenorth>sounds like realisms :)
08:15<nielsm>also would be nice with some longer straight sections where you can actually get up in speed and not have to brake right away :P
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08:22<andythenorth>hi J0anJosep :)
08:23<TrueBrain>nielsm: Derail Valley crashes here :( That is justi sad
08:23<TrueBrain>by the looks it runs out of memory on the GPU
08:23<nielsm>you can't even crash your trains
08:25<nielsm>I have a geforce gtx 1050 with probably 2 or 3 GB
08:25<nielsm>2 GB
08:26<TrueBrain>I have a 1080 .. and now a black screen .. lol
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08:26<nielsm>you're starting it in non-vr mode right? (assuming you are planning on playing with keyboard/mouse)
08:26<TrueBrain>I plan on playing it in VR :P
08:27<TrueBrain>I had the same issue with Apex .. it assumes it is the only one using GPU memory
08:27<TrueBrain>it is not
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08:28<drac_boy>hi there this not-sunny cloudy day :-s
08:30<@peter1138>it has a non vr mode? oh...
08:31<nielsm>it's already better than railworks ever was
08:31<drac_boy>hm which train simulator are we talking about? (or did I misguess the topic)
08:32<nielsm>okay well, there's no signals to follow, but it shouldn't be hard to beat dovetail on that point either
08:32<nielsm>derail valley
08:32<@peter1138>heh dovetail smells
08:33<milek7>that derail valley seems more gameplay/vr oriented than realistic simulation compared to other sims
08:34<drac_boy>nielsm hmm going from the Steam description it does rather sound interesting .. a little like msts mixed with "you actually do need to deliver the loaded wagon to there" realism
08:35<drac_boy>not sure about the gpu need but mm I'll keep it bookmarked for a while just in case
08:37<@peter1138>Yeah, it's game that involves trains.
08:37<@peter1138>Got a spare moment on the laptop. Anything I need to look at? :p
08:40*drac_boy still has msts and a large downloads-copy cd as well somewhere around here
08:41<milek7>msts is too old
08:41<milek7>and 2d cabins
08:42<@peter1138>TrueBrain, that was the original version of Samu's PR which just needed the additional line I suggested. I could make a new PR with just that if you like.
08:42<@peter1138>Although It's unnecessary if you consider #7284.
08:43<TrueBrain>bah, game crashed again
08:43<drac_boy>milek7 actually the downloads have extensions .. can even have real brake riggings provisions too
08:43<TrueBrain>I think 7284 is the better choice here; but that is me :)
08:44<@peter1138>Yes, it is.
08:44<drac_boy>but if you only want use the default non-download graphics then yes it would look like a flat box indeed
08:45<@peter1138>So is it 1.9 or 1.10? It's a nice performance benefit for generating large maps.
08:45<TrueBrain>I would say 1.10
08:45<TrueBrain>just to close down 1.9
08:45<@peter1138>And unlike the other version which adds towns to the map, it doesn't really change much.
08:45<TrueBrain>so LordAro can in fact branch :)
08:45<@peter1138>Oh well.
08:45<TrueBrain>from my perspective: it has been like this for years
08:46<@peter1138>As I said, oh well.
08:46<@peter1138>If we go the path of storing town index for bridges for 1.10, then it's unnecessary and can be closed.
08:47<@peter1138>Personally I think that's overkill and nothing really needs to know about town index for bridges, other than this edge case which is only apparently on world generation.
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08:48<TrueBrain>why is this game crashing on me ... annoying
08:52<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
08:52<milek7>drac_boy: for reasonable physics and real procedures maszyna is pretty good (though environment graphics is.. ugly) (disclaimer: i'm associated with it)
08:52<milek7>and community is likely too much polish-centric to compete with msts/openrails
08:53<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7284: Fix #7043, Fix #7274: Delete town owned bridge based on adjacent tile ownership, not nearest town.
08:54<Eddi|zuHause>maybe bridges could use an off-map pool, which should be designed with a flexible-bridges-rewrite in mind, which then as a side effect could also store town ownership?
08:54<@peter1138>Eddi|zuHause, JGR's PP uses off-map storage, but 16 bits isn't enough to index them.
08:55<@peter1138>I think he uses m2 up to a point and then other bridges are in a hash.
08:55<drac_boy>milek7 interesting game .. tbh I've actually played with the pkp grf from time to time so seeing these locomotives again is .. :-)
08:56<Eddi|zuHause>well, the bridge head tile needs to lose all the road/rail trackbit stuff, which need to go into the off-map, which would be a linear list of tiles (for vehicle movement) instead of the current wormhole behaviour
08:56<Eddi|zuHause>then there's enough storage left to index bridges
08:56<@peter1138>Though if I did it, I would just make the index larger and either store it in more bits, or make m2 reference multiple bridges which would be quicker to look up.
08:57<@peter1138>Don't need to lose all of it. But ok.
08:57<@peter1138>Could make space indeed.
08:58<@peter1138>Come up with a proposal ;)
08:58<Eddi|zuHause>problem with that approach might be that all functions getting a TileIndex need to be prepared to get a non-map tile
08:59<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7279: Fix #7062: Remove ship max order distance.
09:00<@peter1138>I think we already have a map bit for "has bridge above". Harder to make work with non-straight bridges.
09:01<Eddi|zuHause>well, you could replace TileIndex with a struct that behaves like an int for all non-bridge usages
09:01<@peter1138>Just make the map fully 3D :p
09:01<@peter1138>Screw storage space :D
09:02<Eddi|zuHause>that wastes a looooooot of space :p
09:02<Eddi|zuHause>and makes it difficult to follow the terrain surface
09:02<TrueBrain>nielsm: you playing it with or without VR?
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09:02<@peter1138>Wait for it.
09:03<DorpsGek_II>[OpenTTD/OpenTTD] GabdaZM commented on pull request #7306: Add: Chrono based TIC() and TOC() in debug
09:03<Eddi|zuHause>peter1138: too little simcity in that :p
09:03<TrueBrain>for some reason rendering 2x 2k screens + VR makes the GPU say: BYEZzzz
09:03<frosch123>TrueBrain: do we already have a solution for
09:04<TrueBrain>frosch123: what is the problem exactly?
09:05<frosch123>releases are built with assertions disabled, and rev.cpp has a flag for "stable tag"
09:05<nielsm>TrueBrain: I don't have VR
09:05<@peter1138>Can the build system handle it without needing a specific commit, I guess?
09:05<frosch123>i guess we can add the latter with testing for tags with only numbers, without rC or beta
09:05<@peter1138>Or I'm misreading.
09:05<TrueBrain>nielsm: you are missing out :P
09:05<frosch123>no idea about the compile options
09:05<milek7>drac_boy: we're preparing for release on steam, to get rid of these nsis with torrent installers
09:06<Eddi|zuHause><TrueBrain> for some reason rendering 2x 2k screens + VR makes the GPU say: BYEZzzz <-- dunno, my GPU says that way earlier :p
09:06<TrueBrain>frosch123: we can just apply that patch on branches, not?
09:06<TrueBrain>not really sure what solution you are looking for
09:06<frosch123>the flag is only supposed to be set for stable releases, not for RC or beta
09:07<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7306: Add: Chrono based TIC() and TOC() in debug
09:07<TrueBrain>so we apply it before we release?
09:07<frosch123>and revert afterwards?
09:07<TrueBrain>I guess? No clue
09:07<TrueBrain>I just point to LordAro :P
09:07<drac_boy>milek7 mm well keep having from with that project ok? :)
09:08<milek7>what do you mean?
09:08<TrueBrain>sorry frosch123, I was unaware that being a problem. But I also try to stay out how releases are done from a git point of view :)
09:08<TrueBrain>I am hoping other people are tackling those issues
09:08<TrueBrain>I try to focus on getting the CI etc to behave :D
09:09<drac_boy>milek7 sorry I thought you said you were part of the project team on it? or did I misread some earlier lines now
09:09<frosch123>that's ok, i just wanted to know the status, since I have no idea what happens anymore :)
09:09<milek7>yes, i'm on team :)
09:10<milek7>sorry, i just cannot parse that sentence
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09:10<TrueBrain>frosch123: I hope LordAro knows more about this :)
09:11<Eddi|zuHause>milek7: don't you love people who chain random words and expect other people to understand their gibberish?
09:11<DorpsGek_II>[OpenTTD/OpenTTD] Berbe commented on pull request #7286: Add #2155: newheightmapgame command
09:11<@peter1138>Would be nice if the build system could know from the tag that it is building a release, and automatically disable asserts, etc.
09:12*drac_boy bonks za eddi with a funny coding fork for talking like weird? :P
09:13<drac_boy>truebrain not to be silly but did you just said your big brain had no idea? :)
09:16<drac_boy>milek7 just curious but do the team just prefer modern locomotives alone or is it due to the extra work that would be needed to add a steam locomotive to the gameengine?
09:16<Eddi|zuHause>i'm assuming steam engines have crazy number of moving parts
09:17<@peter1138>TrueBrain, oh yeah the group default name thing, the number is of course the pool index, so dependent on groups other people made. Maybe that can be changed.
09:17<drac_boy>usually yes but there are always steam trams which look almost like diesel/electric but just with more smoke coming from the roof :)
09:17<drac_boy>although hmm I don't know if poland ever had them
09:18<Eddi|zuHause>what would be the point of a steam engine where you can't see the moving parts?!
09:19<drac_boy>dunno, I'll leave you with this nevertheless ;-)
09:20<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7302: Change: make crash chance at short runway independent of plane crash …
09:20<milek7>no special reason, we just don't have physics code for steam engines
09:20<drac_boy>anyway going let you people do your codings etc .. I'm off to sort more sketch papers
09:21<milek7>and there is less resources about it (locomotives to photograph, measure, etc.)
09:21<drac_boy>milek7 np nothing too special about pkp steam although I do like how they have these 'simple' and oversized headlights that sorta make them a little unique to me for some reason
09:21<drac_boy>anyway .. I'm going off tho so :)
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09:22<Eddi|zuHause>i'm imagining most of the PKP steam engines are actually repainted prussian engines
09:22<@peter1138>milek7, what game/project is that?
09:24<@peter1138>The download page is in foreign ;)
09:24<DorpsGek_II>[OpenTTD/OpenTTD] GabdaZM updated pull request #7306: Add: Chrono based TIC() and TOC() in debug
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09:24<nielsm> whoops
09:26<@peter1138>I... need to find £15
09:26<@peter1138>Hmm, does it have multiplayer yet?
09:27<milek7>eh, nobody updated languages for 19.01 release. i must throw out this silly cms and replace with hugo or something
09:27<@peter1138>Hmm, laptop is so slow, still compiling :p
09:28<nielsm>I got above 100 km/h !!
09:28<TrueBrain>I finally was on my wy to make some money .... game crash
09:28<Eddi|zuHause>nielsm: looks like it was worth it :p
09:29<milek7>some companies in poland use it for train driver training
09:29<TrueBrain>it really has issues staying in bounds of the GPU memory ..
09:30<Eddi|zuHause>TrueBrain: is GPUswap memory a thing? :p
09:30<Samu>why is NewGRF the answer for everything ...
09:30<TrueBrain>I don't know what it is with games lately, but they seem to wrongly estimate how much memory they can store in the GPU
09:30<TrueBrain>not the first game ..
09:31<TrueBrain>doesn't help that many things use GPU memory these days .. like Chrome .. etc
09:32<Eddi|zuHause>"A GPU with an MMU can virtualize GPU and host memory, so that it can appear as a single address space, with the physical host memory accesses handled by DMA transfer."
09:32<milek7>don't gpu drivers swap vram into system ram (and from there to swap)?
09:32<milek7>at least opengl did that, don't know about directx
09:32<TrueBrain>this is mostly textures
09:33<TrueBrain>not sure what happens with them honestly
09:33<TrueBrain>I also have swap disabled :P
09:33<TrueBrain>(if 8GB GPU RAM and 16GB CPU RAM is not sufficient, I don't want to know)
09:33<Eddi|zuHause>TrueBrain: i recently enabled zswap
09:34<milek7>would it work on wine?
09:34<+glx>maybe they develop on high end machines and don't care about optimistation ;)
09:34<@peter1138>Samu, 10:43 < andythenorth_> objectives on wiki say we prefer content to settings
09:34<TrueBrain>glx: when I generate a MSVC project from CMake, it keeps rebuilding it every time .. no clue what is going on there :( I was hoping you had any
09:34<TrueBrain>possibly it is a local issue :D
09:35<Samu>NewGRFs feel too random
09:35<Samu>there's too many of them
09:35<@peter1138>They're content.
09:36<@peter1138>And, especially in the case of a feature that NewGRF can already control, we should not add settings that will conflict.
09:36<+glx>rebuilding what ?
09:36<TrueBrain>glx: everything
09:37<TrueBrain>so if I press Build twice
09:37<TrueBrain>it is like I pressed Rebuild twice
09:37<TrueBrain>could absolutely by my project, as I kinda did a lot of shit with it .. but I was hoping to get a second opinion on the matter :)
09:39<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7314: Change: Separate forbid 90 deg for trains and ships
09:40<andythenorth>are we still talking about that?
09:40<andythenorth>no it's a waste of time
09:40<+glx>for me 90° should be for trains only
09:41<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #7314: Change: Separate forbid 90 deg for trains and ships
09:41<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed pull request #7314: Change: Separate forbid 90 deg for trains and ships
09:41<andythenorth>it's been debated to death
09:41<andythenorth>stuff like this makes me want to quit OpenTTD tbh
09:41<andythenorth>it's a drag
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09:42<Samu>eh :O
09:44<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth reopened pull request #7314: Change: Separate forbid 90 deg for trains and ships
09:46<Samu>why is 7302 favoured and 7293 rejected... I can't understand your reasonings
09:47<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #7314: Change: Separate forbid 90 deg for trains and ships
09:47<Samu>7302 changes a setting that was taken for granted
09:47<nielsm>Samu: this is not _your_ game, it's _our_ game, and your contributions very often bear a showing of you not having a good view of the big picture, and of having very little experience with developing large software products
09:47<nielsm>your lack of experience results in your misjudging what is a good change and what will remain maintainable over time
09:48<Samu>better not change anything then
09:48<+glx>hmm mingw detects ICU, and as things are ordered in gfx_layout.cpp I think it uses it by default instead of uniscribe
09:48<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7314: Change: Separate forbid 90 deg for trains and ships
09:48<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain closed pull request #7314: Change: Separate forbid 90 deg for trains and ships
09:49<TrueBrain>ping pong; now it is final :)
09:49<nielsm>change is not inherently bad, but kneejerk-reaction change is often bad because you only respond to one isolated incident and don't look at what the greater result will be
09:49<nielsm>good change requires planning and overview
09:50<Samu>you're letting plane crashes when setting it to none. I can't understand why this is a valid reason
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09:53<TrueBrain>Samu: there is a huge difference between a disaster, which the setting controls, and something like having too big planes take off from too small airports
09:53<TrueBrain>the first you control with a disaster-like settings, the second with a cheat
09:53<TrueBrain>those are 2 different worlds
09:54<+glx>TrueBrain: just tried project from command line (so using cmake --build . --config Release) twice, first time it rebuild everything, second time everything was up-to-date so no rebuild
09:54<TrueBrain>for the same reason if you run two trains in each other, no matter what your settings are, they will crash
09:54<TrueBrain>glx: sorry, I was a bit unclear: I meant I generated a MSVC project from CMake
09:54<TrueBrain>and I did Build Solution from there
09:54<TrueBrain>so OpenTTD.sln
09:54<TrueBrain>that keeps rebuilding for me
09:54<+glx>I also opened the openttd.sln in VS and pressed build many times, no rebuild
09:54<TrueBrain>okay, so it is me :)
09:54<TrueBrain>well, tnx :P
09:55<TrueBrain>no, seriously, tnx :)
09:55<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7302: Change: make crash chance at short runway independent of plane crash …
09:55<TrueBrain>perfect Eddi|zuHause, tnx a bunch :)
09:56<TrueBrain>guess it also needs a commit to remove all translations, or is that fixed another way already?
09:56<+glx>that's the output
09:56<TrueBrain>k; always nice to know it is me, not the rest of the world :P
09:56<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7302: Change: make crash chance at short runway independent of plane crash …
09:56<Eddi|zuHause>TrueBrain: i haven't followed that, but there was a problem recently where eints just put the removed translations back in
09:57<TrueBrain>that is fixed
09:57<TrueBrain>I know
09:57<+glx>Eddi|zuHause: only for changed english srting
09:57<+glx>for totally removed string there were no issues :)
09:57<Eddi|zuHause>however, i don't think removing the translations is necessary here. the translators can just update the strings whenever...
09:58<TrueBrain>I think they are not going to notice it is changed
09:58<TrueBrain>I remember there was something with that ..
09:58<+glx>if format change we get a bunch of warnings
09:58<TrueBrain>frosch123: you happen to know? :)
09:58<+glx>and they are markes as outdated in eints
09:59<frosch123>TrueBrain: when the english string changes, eints marks the translations as "outdated"
09:59<TrueBrain>so nothing to do
09:59<+glx>but the main reason we remove changed strings (when format change) is the warnings
09:59<Eddi|zuHause>glx: that is not necessary here
10:00<frosch123> <- outdated: english text changed; invalid: english text changed, parameters incompatible now
10:00<+glx>ah that's new :)
10:01<frosch123>the recent change about "invalid" was that now eints does not output invalid string anymore, but only keeps them in its internal storage
10:01<+glx>oh I have translations to fix
10:01<frosch123>as a result, if you delete the eints projects and resetup it, you will loose all invalid strings in addition to information about outdatedness and history
10:04<TrueBrain>k, cool :)
10:05<TrueBrain>so Eddi|zuHause, we will merge it once we branched 1.9 I suggest :)
10:05<Eddi|zuHause>i have no problem with that
10:05<frosch123>wrt. committing translations: if you change translations via push, eints will take the new translations; touching invalid strings has no effect. eints will remove them now even if you did not
10:06<Beerbelott>Is there a way to get credentials to have access to the Web translator?
10:06<+glx>would be nice if "copy base" button could convert string commands to {STRING} :)
10:06<Eddi|zuHause>yes, you write an email to the translations manager
10:06<TrueBrain>Beerbelott: <- contact the Translations Manager
10:07<Eddi|zuHause>pro tip: don't ask who the translations manager is
10:07<Eddi|zuHause>especially if you are finnish :p
10:07<TrueBrain>you can ask; just the answer is always the same :)
10:07<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7279: Fix #7062: Remove ship max order distance.
10:08<Beerbelott>TrueBrain: OK thx, better not to lose my time on that then
10:08<Beerbelott>I appreciate you don't send me in a wall ;)
10:09<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7302: Change: make crash chance at short runway independent of plane crash …
10:10<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7302: Change: make crash chance at short runway independent of plane crash …
10:11<Samu>oh well, I better go, I need to calm down
10:12<TrueBrain>yes, you do
10:13<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain commented on pull request #7302: Change: make crash chance at short runway independent of plane crash …
10:14<TrueBrain>howdie LordAro
10:15<DorpsGek_II>[OpenTTD/OpenTTD] Berbe commented on pull request #7302: Change: make crash chance at short runway independent of plane crash …
10:15<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7302: Change: make crash chance at short runway independent of plane crash …
10:16<TrueBrain>lol @ LordAro :) You are not wrong there :D
10:16<Beerbelott>andy got angry, now Samu
10:16<Beerbelott>WTH is happening today? New moon? :p
10:16<LordAro>oh, have i missed some drama?
10:17<Eddi|zuHause>just the usual, andy getting oversaturated by an overeager wannabe-contributor with low-quality contributions
10:17<Eddi|zuHause>nothing that hasn't happened before
10:17<DorpsGek_II>[OpenTTD/OpenTTD] Berbe commented on pull request #7302: Change: make crash chance at short runway independent of plane crash …
10:18<TrueBrain>and I went through the list of PRs and just closed everything that needed closing :)
10:19<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7302: Change: make crash chance at short runway independent of plane crash …
10:19*LordAro notes the 1.9 milestone is complete
10:19<Beerbelott>Talking about low-quality contributions, I added feature commit to thePR #7286... which kinda overhauls how file are loaded with the -g switch. Is this acceptable?
10:19<LordAro>branch time?
10:20<TrueBrain>LordAro: I did my best to do the hard work; now it is your job :P
10:20<TrueBrain>we postponed a few from 1.9 to 1.10, like ICU
10:20<TrueBrain>thought it was the right thing to do
10:20<Eddi|zuHause>Beerbelott: feels like a separate PR?
10:21<LordAro>i personally have no issues with "separate but related" things being in the same PR
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10:21<LordAro>as long as they're in separate commits
10:21<TrueBrain>as long as it remains in a state of "being able to review" :D
10:21<TrueBrain>and you have to understand it can mean that because of the unrelated change, the whole PR can block
10:21<LordAro>TrueBrain: there was a red cross on the last commit of master due to azure/github failure, i'll branch if that gets a tick :)
10:22<Eddi|zuHause>well, it can stay there, as long as the consensus doesn't result in "we want one, but not the other"
10:22<Eddi|zuHause>or the discussion gets too cross-talk-y
10:23<Eddi|zuHause>it's probably bettter in the same PR if it is prone to merge conflicts due to changing related areas
10:24<LordAro>i have a suspicion the answer may well be "we want one, but not the other", but we'll see
10:24<TrueBrain>balancing act :D
10:24<TrueBrain>LordAro: did you retrigger it?
10:24<Beerbelott>Eddi|zuHause: Well mb splitting up? Adding the FiosGetScenarioListCallback & FiosGetHeightmapListCallback calls are merely extending functionality to encompass being able to load heightmap from CLI. I would agree that the rest (allowing to load by name w/o path when in scannedfolders + ability to load by title) could be split off
10:24<TrueBrain>I never seen that work :D
10:25<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
10:25<Beerbelott>LordAro: Yes I signalled that error yday night, but I pushed again this morning and the compilatio nworked, this time
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10:25<Beerbelott>seems a bit random :D
10:26<Beerbelott>TrueBrain: No I pushed again earlier
10:26<TrueBrain>LordAro: you saw the question frosch123 had about stable releases?
10:26<Eddi|zuHause>probably wrong moon phase/ascendant
10:26<TrueBrain>Beerbelott: I am not sure what you are answering on? (sorry)
10:26<Beerbelott>the Azure error, when u asked LordAro if he triggered it again
10:27<TrueBrain>yes; LordAro and me were talking about master failing to build :)
10:27<Eddi|zuHause>Beerbelott: he's talking about a different occurance of that error
10:27<Beerbelott>Oh sry. I shut up now :p
10:27<TrueBrain>cross-talk ;)
10:27<DorpsGek_II>[OpenTTD/OpenTTD] frosch123 opened pull request #7317: Add: Detect stable tags automatically, and set the 'stable' flag in '…
10:28<frosch123>^^ can someone please test that on windows :)
10:28<TrueBrain>frosch123: how about doing the whole newgrf version based on findversion?
10:28<Eddi|zuHause>how does stable detection work from src bundles without git?
10:29<TrueBrain>Eddi|zuHause: source bundles have a .ottdrev file in them
10:29<TrueBrain>which stores the content of
10:29<Beerbelott>Eddi|zuHause: Well I'll leave my PR as it is, because it feels strange to split that up... I'll let experience reviewer decide on which path of action to follow
10:29<Beerbelott>reviewerS* :D
10:29<TrueBrain>frosch123: I guess based on the findversion information, we could set the whole value automagic? We can also keep those things for the CMake rewrite, as there it might be a bit easier to do these things
10:29<+glx>hmm in cmake branch how will we create .ottdrev ?
10:30<TrueBrain>glx: FindVersion.cmake can be executed
10:30<TrueBrain>(that is exactly what happens)
10:30<frosch123>TrueBrain: "master" has no idea that it is 1.9
10:30<TrueBrain>glx: that will be fine :)
10:30<TrueBrain>frosch123: true
10:30<+glx>but it doesn't generate the string to put in .ottdrev I think
10:31<TrueBrain>frosch123: well, in CMake we can at least automatically do the ASSERT stuff based on this new tag :)
10:31<TrueBrain>glx: we fix that when we get there :)
10:31<TrueBrain>just a matter of doing, honestly
10:31<TrueBrain>I mean .. -DGENERATE_OTTDREV
10:31<+glx>at least it can read the file already
10:31<TrueBrain>just to blab out a random solution :)
10:32<nielsm>and now I have music playing through a non-General MIDI sound module :D
10:32<nielsm>from 1988
10:32<TrueBrain>I like how you are automating this a bit more frosch123 :) I think that is a good goal .. that things just "work" :)
10:32<TrueBrain>nielsm: right, I almost forget to ask: can we drop timidity and extmidi support from OpenTTD? Is fluidsynth enough? :D
10:33<Beerbelott>How come is empty? Aren't all commits individually checked?
10:33<TrueBrain>Beerbelott: only the HEAD of a PR is checked
10:33<nielsm>TrueBrain: libtimidity only works/worked with the PSP port for some reason
10:33<nielsm>extmidi is a silly thing
10:34<TrueBrain>k; I will remove it :)
10:34<TrueBrain>I couldn't find libtimidity, which annoyed me
10:34<TrueBrain>and extmidi is .. very odd :P
10:34<Beerbelott>OK thx. But yesterday on HEAD fail, the second commit was checked... Would not it be more logical to just discard that and consider the PR faield anyway?
10:34<nielsm>otoh support for alsa or jack midi ports might be a good idea
10:34<Beerbelott>(and that would remove load from check farm)
10:34<TrueBrain>nielsm: but that requires changes, not?
10:35<TrueBrain>Beerbelott: I cannot parse what you said there, sorry :(
10:35<TrueBrain>nielsm: k :) Tnx for the info!
10:35<LordAro>frosch123: doesn't seem to be working on mingw, is returning 1 for stable_tag, but rev.cpp is still 0...
10:36<Eddi|zuHause>TrueBrain: i think he means "if commit-checker fails, cancel the compilation checks"?
10:36<TrueBrain>frosch123: "If stable_regexp.Test(filename) Then" <- filename?
10:36<TrueBrain>shouldnt that be "tag"?
10:36<frosch123>yep, c&p
10:37<TrueBrain>Eddi|zuHause: ah; that keeps popping up. but yeah, that is both impracticable to implement, and doesn't really help/fix anything :)
10:37<TrueBrain>it is this: delay everything with 5 minutes for the odd case someone fails the commit-checker .. or assume the failing of the commit-checker is the rare situation, and save 5 minutes in 90% of the cases :)
10:38<LordAro>frosch123: oh wait, rev.cpp only gets updated when you actually build, carry on :)
10:38<TrueBrain>ghehe :)
10:38<frosch123>hmm, different issue: when i make two tags "1.9.0-RC1" and "1.9.0" referring to the same hash, findversion reports always the same one
10:39<TrueBrain>we can never have those two tags on the same commit currently :)
10:39<frosch123>hmm. nevermind, we always update the changelog with "(no changes)"
10:39<frosch123>so rc will never equal the release
10:39<TrueBrain>and we have to bump os/debian
10:39<TrueBrain>NSIS ...
10:40<LordAro> hmm, why isn't the OSX build picking up static_assert...
10:40<Eddi|zuHause>we might need an "1.10-alpha" tag for git-describe to be meaningful?
10:41<DorpsGek_II>[OpenTTD/OpenTTD] frosch123 updated pull request #7317: Add: Detect stable tags automatically, and set the 'stable' flag in '…
10:41<TrueBrain>Eddi|zuHause: otherwise the master remains '1.9', which is odd indeed
10:41<Eddi|zuHause>in SVN we always had a "trunk is heading for 1.(x+1) now" commit which updated some numbers
10:42<Eddi|zuHause>which could get this tag
10:42<LordAro>i think that'll still be necessary regardless
10:42<TrueBrain>I would also like it if os/debian wasgenerated from such tag
10:42<TrueBrain>so we dont need to bump it constantly
10:42<TrueBrain>but .. we can figure that out in 1.10
10:42<nielsm>could make a tag 1.10-begin right after the branch?
10:43<LordAro>oh hang on, mingw failed to build
10:44<TrueBrain>nielsm: 1.10-prealpha? :D
10:44<Eddi|zuHause>nielsm: well, "alpha" sounds better than "begin"
10:44<Eddi|zuHause>TrueBrain: we don't have anything else that is called "alpha", so why "pre"?
10:44<LordAro>TrueBrain: we/you forgot to update config.lib for #7308 ^^
10:45<LordAro>PR incoming...
10:45<TrueBrain>Eddi|zuHause: BECAUSE! :D
10:46<Eddi|zuHause>best reason.
10:47<LordAro>alpha is also before beta
10:47<TrueBrain>Eddi|zuHause: I was not being serious btw :)
10:47<Eddi|zuHause>that is the default assumption, remember? :p
10:51<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7302: Change: make crash chance at short runway independent of plane crash …
10:51<+glx>hmm annoying steam popups ;)
10:52<Eddi|zuHause>settings->interface->annoy me about updates->uncheck
10:53<+glx>it's usually ok, unless some one restart continuously a game :)
10:54<Eddi|zuHause>the worst part i have seen so far is if you "follow" a game, you get not only update posts, but also "event notifications" which you cannot separately disable
10:56<DorpsGek_II>[OpenTTD/OpenTTD] LordAro opened pull request #7318: Fix #7308: MinGW build with SDL
10:56<Beerbelott>TrueBrain: Yesterday, I got a fail on my PR HEAD commit due to some fail to get some Azure container or sth like that. When that happened, checks were triggered on the 2nd commit. Isn't that a waste of resources?
10:57<milek7>macincloud pricing is weird: "Managed Server Plan": $20/month, "Pay-as-You-Go": $1/hour = $720/month
10:58<LordAro>Beerbelott: not our resources to waste :)
10:58<milek7>and "Pay-as-You-Go" anyway requires to buy minimum 30 hours
10:58<+glx>silly pricing
10:59<+glx>the less you may need it, the more you have to pay
10:59<LordAro>makes sense from a server provisioning point of view
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11:00<+glx>but 750 vs 20
11:00<LordAro>that does seem quite high
11:01<+glx>or 720 is the full month, with minimum of 30
11:02<Eddi|zuHause>i read that as "minimum 30$, max 720$"
11:02<+glx>yes makes more sense, and seems reasonnable
11:02<@peter1138>jack-midi is not really useful for a game.
11:02<@peter1138>I had a patch YEARS ago to output audio through jack too, but it's not for gaming :p
11:03<+glx>music with belugas ?
11:03<@peter1138>Just another complicated codepath we didn't need.
11:03<@peter1138>Hehe :D
11:03<milek7>ah, there is hidden print
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11:03<Eddi|zuHause>milek7: i'd assume the 20$ plan has some limits
11:03<milek7>3-Hour Daily Limit - $20.00 USD per month per server
11:03<milek7>No Daily Limit - $45.00 USD per month per server
11:04<milek7>so it's $45 vs 720$, still weird
11:05<+glx>depends on your needs
11:06<@peter1138>extmidi is a bit nasty but does let you use pmidi if you want to use an external synth.
11:06<@peter1138>libtimidity can probably go?
11:07<@peter1138>It was only ever enabled for PSP support, IIRC.
11:07<@peter1138>And who even builds that?
11:08<@peter1138>Maybe it's built on Linux these days.
11:08<+glx>we droped it some time ago IIRC
11:08<Beerbelott>milek7: They want to ensure minimum monthly income, making flexibility of per hour pricing a feature to pay extra for
11:08<@peter1138>Do I need a 'working' Lego wind turbine?
11:08<@peter1138>It has a motor, so it's not really working, heh.
11:09<milek7>i need to get sse4.1 cpu and install macos on vm
11:09<LordAro>libtimidity basically doesn't exist any more, as best as i can tell
11:10<@peter1138>Drop it! :D
11:10<@peter1138>libfluidsynth works very well.
11:11<Eddi|zuHause>peter1138: every motor is also a generator :)
11:12<nnyby>libtimidity can go.. it's not even available in standard distros anymore. but it has been worked on recently:
11:14<LordAro>Eddi|zuHause: i suspect peter1138 cannot generate the wind speeds required to make a lego motor into a generator :p
11:14<@peter1138>Depends how many brussels I ate.
11:16<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
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11:23<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7317: Add: Detect stable tags automatically, and set the 'stable' flag in '…
11:27<Eddi|zuHause>the "independent" font size is weird, because it doesn't affect some symbol buttons like the "x" or dropdown menus
11:29<nielsm>never had this disaster in sc2k before
11:30<+glx>Eddi|zuHause: yes those are sprites
11:31<Eddi|zuHause>nielsm: it's been so long ago, i honestly can't remember
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11:32<supermop_Home_>is there so reason the terrain generator wont make mountains taller than 16 when I have max height set to 100?
11:32<Eddi|zuHause>default or tgp?
11:33<Eddi|zuHause>the original one uses heightmap sprites, which don't contiain larger ones
11:34<supermop_Home_>nielsm: apparently your city is using Fahrenheit and miles per hour, but millimeters for precipitation huh?
11:36<supermop_Home_>Eddi|zuHause terragenesis
11:36<supermop_Home_>it will let me raise the land after the fact but they generate with flat-tops at level 16
11:38<supermop_Home_>per the guy in the firs thread, I can build a dredging site at height 16, but not fishing grounds. Fishing grounds can be built at level 1 though
11:39<Eddi|zuHause>where do you even set the heightlevel?
11:42<Eddi|zuHause>ok, so my max height is 32, and terrain set to "alpine", and the highest i can find on a 1024^2 map is 23
11:42<Eddi|zuHause>oh, there's a 26
11:43<Eddi|zuHause>and a 28
11:43<Eddi|zuHause>oooh... found a 31
11:44<+glx>depending on map size it may be hard to reach the highest level
11:45<Eddi|zuHause>still generating a weird flat mountaintop
11:45<Eddi|zuHause>and these weird rugged coast lines
11:46<Eddi|zuHause>i'm considering reading up on how perlin noise is actually meant to work...
11:46<+glx>I think a max height of 100 need at least 100 tiles, 200 without freeform edge probably
11:46<nielsm>apropos plane crashes
11:47<Eddi|zuHause>so you didn't even name the mayor?
11:48<nielsm>nope :(
11:48<nielsm>my original diskettes are dead so I've had to pirate a copy
11:49<Beerbelott>THe 'bum' town name shows high levels of creativity too :p
11:50<TrueBrain>LordAro: you are sneaking in a lot of changes in a single commit :D
11:51<Eddi|zuHause>nielsm: i'm not 100% sure, but i think i still have my originally pirated copy, copied around over various computers :p
11:51<LordAro>TrueBrain: 3 commits seemed excessive
11:51<TrueBrain>yeah, not for this stuff, I am afraid .. as I had to look real long to see what the fix was, and what your OCD was :D
11:52<LordAro>bleh, fine
11:52<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain requested changes for pull request #7318: Fix #7308: MinGW build with SDL
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11:54<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7317: Add: Detect stable tags automatically, and set the 'stable' flag in '…
11:54<TrueBrain>okay, too much VR makes me a bit .. I need to puke :P
11:55<TrueBrain>ah, okay, zlib worked because it is doing ${zlib}-config
11:55<TrueBrain>which is never empty
11:56<TrueBrain>and --static-libs doesn't exist for my pkg-config
11:56<TrueBrain>but does for sdl-config
11:56<TrueBrain>weird :P
11:56<TrueBrain>--libs --static does not work
11:56<supermop_Home_>i set it to 256x256, mountanous
11:56<Eddi|zuHause><TrueBrain> okay, too much VR makes me a bit .. I need to puke :P <-- try one of those travel pills? :p
11:56<TrueBrain>so LordAro, did you test your 'static' change?
11:57<supermop_Home_>the tallest mountains have large flattened tops, where it seems they should continue upwards
11:57<LordAro>TrueBrain: yeah
11:57<Eddi|zuHause>supermop_Home_: yeah, TGP is a bit weird about that
11:57<LordAro>$sdl_config has been pkg-config since 2015
11:57<TrueBrain>LordAro: so the static part never worked
11:57<supermop_Home_>i don't expect an actual 100 tall mountain at 256x256, but at least something like 30
11:58<LordAro>TrueBrain: you can add static builds to the list of things that still need to be CI'd :p
11:58<TrueBrain>so yeah, 3 commits, and I am fine with it :)
11:58<TrueBrain>it still is an open ticket ;) Feel free to contribute :)
11:58<Eddi|zuHause>supermop_Home_: tried different smoothness/hilliness settings?
11:59<DorpsGek_II>[OpenTTD/OpenTTD] LordAro updated pull request #7318: Fix #7308: MinGW build with SDL
12:00<supermop_Home_>nielsm, from 2047 to 2057 the cost of the paper went from a quarter to a dollar?
12:00<LordAro>oh, i meant to use 8 chars for the commit reference, oh well
12:00<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain approved pull request #7318: Fix #7308: MinGW build with SDL
12:00<TrueBrain>tnx LordAro
12:01<supermop_Home_>Eddi|zuHause i have 'mountainous' and 'rough' and 'medium' for variety distribution
12:02<Eddi|zuHause>supermop_Home_: on 1024^2 with 64 levels and mountaineus/smooth i get about 40 as highest (with medium variety)
12:02<supermop_Home_>with alpinist, rough, medium i get 19 but it is still kind of flat on top
12:03<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7302: Change: make crash chance at short runway independent of plane crash …
12:04<supermop_Home_>alpinist, very rough, very high i get 17
12:04<Eddi|zuHause>which version?
12:08<supermop_Home_>but its not flat any more on those settings at least
12:11<supermop_Home_>i guess the answer is 'terra genesis generates unsatisfying terrain a lot of the time' which isn't really news
12:11<Eddi|zuHause>supermop_Home_: try the different variety distributions
12:14<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7302: Change: make crash chance at short runway independent of plane crash …
12:14<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7286: Add #2155: newheightmapgame command
12:15<TrueBrain>I wish you could approve a PR, but that the milestone kept it from being mergable
12:15<TrueBrain>that would be nice ..
12:15<TrueBrain>owh well
12:17<Eddi|zuHause>TrueBrain: probably not a thing the inventor of the milestone feature had in mind :)
12:18<Eddi|zuHause>he probably meant "no later than milestone N", not "no earlier than milestone N-1"
12:18<Samu>what do you think of this?
12:23<LordAro>Samu: i don't believe any such setting is ever going to get merged, for the all the previously mentioned reasons - it's too exploitable
12:24<LordAro>though thank you for checking before opening a pull request
12:30<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
12:33<LordAro>now rebase it!
12:37<+glx>m3henry: you can remove S from all templates that were using SmallVector I think
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12:45<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7306: Add: Chrono based TIC() and TOC() in debug
12:55<Beerbelott>glx: Thx for your pointer... those conditiions on PR #7286 are abit messy
12:56<Beerbelott>I am in the process of attempting to validate a lot of different cases... I wonder: is there a possibility to check game mode w/ scripts to make automated tests fro mthem? Could be nice to automate that, making sure CLI is not broken and behaves as intended...
12:57<Eddi|zuHause>i don't think you can run scripts in scenario editor
12:58<+glx>yes scripts usually run in GM_NORMAL mode
12:59<+glx>and have no access to switch mode
13:00<Beerbelott>I suppose using the DEBUG facility and parsing the output might be feasible?
13:00<+glx>but I think your current error should be spotable with "-e -g"
13:01<+glx>as you probably won't be in scenario editor
13:01<Beerbelott>the switchs for the 'advanced' mode using name & title are also wrong
13:01<Beerbelott>yes I was
13:01<Beerbelott>.. I think?
13:01<Beerbelott>well too much commits/branching around ^^
13:04<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7318: Fix #7308: MinGW build with SDL
13:05<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7317: Add: Detect stable tags automatically, and set the 'stable' flag in '…
13:10<DorpsGek_II>[OpenTTD/OpenTTD] frosch123 commented on pull request #7317: Add: Detect stable tags automatically, and set the 'stable' flag in '…
13:16<Beerbelott>If you put a savegame into a tar archive along w/ .id & . title files, is that supported?
13:19<Eddi|zuHause>why did i just watch a video called "why does appendicitis decrease" when the video explains how it increased in the first place and ends with "why does it drop? we basically don't know"
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13:21<LordAro>Eddi|zuHause: i feel only you can answer that question
13:21<Eddi|zuHause>well... i basically don't know :p
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13:25<DorpsGek_II>[OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
13:45<@peter1138>Oh, whoops, I left OpenTTD connected to openttdcoop this morning...
13:46<LordAro>what year is it?
13:47<DorpsGek_II>[OpenTTD/OpenTTD] GabdaZM updated pull request #7306: Add: Chrono based TIC() and TOC() in debug
13:47<Eddi|zuHause>something around 2009?
13:50<@peter1138>I have we branched yet?
13:50<DorpsGek_II>[OpenTTD/OpenTTD] GabdaZM commented on pull request #7306: Add: Chrono based TIC() and TOC() in debug
13:51<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7317: Add: Detect stable tags automatically, and set the 'stable' flag in '…
13:51<LordAro>peter1138: i'm not sure what's happening with #7317, or i would've done
13:52*peter1138 tests 7317
13:52<@peter1138>What do you mean?
13:52<@peter1138>Oh, branched.
13:52<@peter1138>Sorry, forgot I asked :D
13:52<@peter1138>Yeah, we should get that in first.
13:52<@peter1138>OpenTTD 2.0
13:53<@peter1138>Newgrf version is
13:53<@peter1138>I guess the rest of that is still manual, heh.
13:54<@peter1138>Ok, so 7317 is purely about Newgrf version.
13:54<@peter1138>I guess it's hardly critical lol
13:54<DorpsGek_II>[OpenTTD/OpenTTD] frosch123 opened pull request #7319: Change: Heading for 1.10 now
13:54<@peter1138>But it work son Linux
13:54<frosch123>LordAro: ^^ first PR after branch :p
13:54<frosch123>though it will conflict with the other PR
13:55<@peter1138>Do I need to test on Windows as well or is that done?
13:55<LordAro>frosch123: lol
13:55<frosch123>peter1138: MSVC is untested
13:56<@peter1138>I'll let you know in a sec :D
13:57<@peter1138>Weird how I'm running on Windows, I have MVSC 2017, but I also have a Linux VM... and I use vim under Linux to do all my devving.
13:58<@peter1138>Cos, well, MSVC smells.
13:59<@peter1138>Nope, still
13:59<@peter1138>It did regenerate rev.cpp
14:00<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
14:01<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7317: Add: Detect stable tags automatically, and set the 'stable' flag in '…
14:03<@peter1138>I got confused :p
14:03<@peter1138>7317 is not 7137.
14:04<TrueBrain>levenshtein distance .... what can you do about it
14:05<frosch123>TrueBrain: is it possible to disable assertions via the compilefarm when building stable tags?
14:05<TrueBrain>frosch123: not with the current MSVC project files, no
14:05<TrueBrain>with CMake, it will
14:05<Eddi|zuHause>that's why things like ISBN have a checksum that spots flipped digits :)
14:05<TrueBrain>so for 1.10 we can fix this
14:05<TrueBrain>for 1.9, I don't see a way to do so
14:06<frosch123>ok, then i suggest we disable assertions in the 1.9 branch after the last rc
14:06<TrueBrain>that sounds like a fine solution
14:06<@peter1138>Yeah, we probably need them for the RCs :-)
14:07<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7317: Add: Detect stable tags automatically, and set the 'stable' flag in '…
14:07<@peter1138>There we go. It does work.
14:07<DorpsGek_II>[OpenTTD/OpenTTD] PeterN approved pull request #7317: Add: Detect stable tags automatically, and set the 'stable' flag in '…
14:07<TrueBrain>frosch123: I added it to the CMake PR, so we don't forget to add that :)
14:08<DorpsGek_II>[OpenTTD/OpenTTD] frosch123 merged pull request #7317: Add: Detect stable tags automatically, and set the 'stable' flag in '…
14:08<@peter1138>Can't we provide environment variables to ./configure on the build farm?
14:08<TrueBrain>not to MSVC project files
14:08<@peter1138>Oh :(
14:08<@peter1138>Fair enoguh.
14:09<TrueBrain>that is one of the things CMake fixes :)
14:09<@peter1138>And not worth expending much effort when we are going to switch to CMake anyway.
14:09<TrueBrain>well, the effort is switching :D But not worth the effort for 1.9 in my opinion
14:09<@peter1138>Who's got me as a friend on Steam?
14:09<TrueBrain>one last time doing it to old way ...
14:09<TrueBrain>friends? That concept is rather unknown to me :P
14:10<Xaroth>He means "People you generally cuss at less frequently than others" .
14:10<@peter1138>I've got VR, but I'm too lazy to fire that up, so...
14:10<@peter1138>Derail Valley in pancake mode it is.
14:10<TrueBrain>pancake mode :D
14:11<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
14:11<TrueBrain>LordAro: after branching you immediately want to do an RC? (well, after a PR in the branch, ofc)
14:11<Eddi|zuHause>is that like pancake earth?
14:11<LordAro>TrueBrain: no reason why not, imo
14:13<@peter1138>This is so cool, way more fleshed out than the demo.
14:13<@peter1138>And it loads faster, heh.
14:13<LordAro>Xaroth: :D
14:14<DorpsGek_II>[OpenTTD/OpenTTD] frosch123 updated pull request #7319: Change: Heading for 1.10 now
14:14<TrueBrain>owh, I have one more thing to fix btw
14:15<@peter1138>I like the fact that kept teleporting even for pancake.
14:15<snail_UES_>hi guys, question about railtype introduction date
14:16<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain opened pull request #7320: Fix: [AzurePipelines] also trigger CI on release branches
14:16<snail_UES_>I’m setting my high-speed railtype to be introduced in 1970, but in the game, it is actually introduced much earlier
14:16<TrueBrain>that might also be useful ^^ :)
14:16<LordAro>TrueBrain: pfft
14:16<@peter1138>snail_UES_, it is introduced when a vehicle of that type is introduced.
14:16<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7320: Fix: [AzurePipelines] also trigger CI on release branches
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14:16<TrueBrain>I am just happy I remembered before branching :D
14:16<snail_UES_>peter1138: thing is, there are no vehicles of that railtype in the set whatsoever
14:17<snail_UES_>all of my vehicles are coded as “normal speed”; some vehicles are crippled outside of the high-speed tracks
14:17<TrueBrain>btw, LordAro, you can create branches via the GitHub Website, as a FYI :)
14:17<snail_UES_>because the concept behind my “normal speed” tracks includes “low maximum axle weight"
14:17<LordAro>TrueBrain: i know :p
14:18<TrueBrain>we will have to see how we are going to backport things btw .. currently it has to be done via PRs, but that might not be ideal
14:18<TrueBrain>but .. that is for RC2 :P
14:18<LordAro>TrueBrain: mm...
14:19<snail_UES_>so how can I get introduction date enforced, even if the set includes no vehicles of that specific railtype (but that railtype is compatible with others)?
14:20<@peter1138>I... think that needs changes.
14:20<@peter1138>And we're just about branching for 1.9 so maybe a little late :(
14:21<snail_UES_>will a posting on the forum help expedite this? it would be useful not just for my set
14:22<LordAro>filing an issue on GH would be more worthwhile
14:23<LordAro>but even so, probably still not in 1.9
14:23<LordAro>(1.10 is expected to break the preexisting yearly release cycle, if that helps)
14:24<snail_UES_>ok, so I’ll open a new issue here —>
14:25<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
14:25<TrueBrain>will we tag frosch123's PR as 1.10-alpha (once merged, ofc)
14:26<LordAro>TrueBrain: go over why that's necessary?
14:26<TrueBrain>'git describe', is one that comes to mind
14:26<LordAro>how did it work before any 1.9 betas were tagged?
14:26<TrueBrain>not sure it is necessary btw, but there was talk about it
14:26<TrueBrain>and I mostly remembered that would generate a binary :P
14:27<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain merged pull request #7320: Fix: [AzurePipelines] also trigger CI on release branches
14:27<LordAro>do it if it appears necessary, imo
14:27<LordAro>not before :p
14:27<TrueBrain>well, if we want to do that, we have to change the CI/CD a bit
14:27<TrueBrain>otherwise .. weird things happen :)
14:27<LordAro>right then
14:27<LordAro>branch time?
14:27<frosch123>that PR is also meant to show that you cannot put "increment for next version" into a script
14:27<TrueBrain>fine by me LordAro
14:27<LordAro>last chance to object
14:28<frosch123>LordAro: go ahead
14:29<TrueBrain>now, quick, a PR for both branches!
14:29<@peter1138>snail_UES_, yes github issues are very much more likely to be seen than forum threads.
14:29<@peter1138>I suspect it will need a new flag to disable introduction with vehicle type.
14:29<LordAro>TrueBrain: i didn't have a changelog ready :<
14:30<@peter1138>Hopefully it will be something easily backportable :-)
14:30<@peter1138>Also, I just cut up a ginormous sweet potato to make wedges, they're now sitting in the oven :D
14:30<TrueBrain>LordAro: bad preparation, I see ...
14:31<TrueBrain>good, CI/CD did not pick up the branch (it shouldn't :P)
14:31<TrueBrain>LordAro: if you take care of the changelog, I will take care of the rest in a PR ;)
14:32<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
14:32<@peter1138>Ok, I bought Derail Valley. Played it for 5 minutes, now I'm thinking it's too much like hard work :(
14:32<@peter1138>I might refund it :p
14:33<DorpsGek_II>[OpenTTD/OpenTTD] jcoletto77 opened issue #7321: RailTypes: Introduction date not enforced
14:34<TrueBrain>lol @ peter1138 :)
14:34<TrueBrain>owh .. we still need a new OpenGFX .. and someone scared andy away :(
14:34<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7321: RailTypes: Introduction date not enforced
14:35<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain opened pull request #7322: Update: Changelog for 1.9.0-RC1 and prepare for release.
14:35<TrueBrain>LordAro: ^^ only needs a changelog :)
14:35<nielsm>peter1138 yeah it's absolutely a work simulator pretty much ETS2 on rails
14:35<nielsm>but with more freedom
14:35<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7322: Update: Changelog for 1.9.0-RC1 and prepare for release.
14:35<nielsm>(you can't leave your truck in truck sim)
14:36<@peter1138>I wish you could.
14:36<@peter1138>Of course, ETS2's VR mode is half baked anyway.
14:36<DorpsGek_II>[OpenTTD/OpenTTD] jcoletto77 commented on issue #7321: RailTypes: Introduction date not enforced
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14:40<+michi_cc>TrueBrain: In theory something like might work with Azure. Global variables are passed in as environment variables, at least for script elements. Couldn't find anything exact for vsbuild stuff though.
14:40<TrueBrain>michi_cc: lol .. it always surprises how much magic people can do with MSVC :)
14:41<Eddi|zuHause>ok... dear astroneer physics... when i pick up my winch with an object attached, why does it flow who-knows-where when i pick it up, the object disconnects, and the object is nowhere to be seen anymore?
14:41<+michi_cc>MSBuild is a lot more powerful than what the VS IDE generates on its own.
14:41<frosch123>LordAro: TrueBrain: s/vehciles/vehicles/
14:41<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7322: Update: Changelog for 1.9.0-RC1 and prepare for release
14:42<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7322: Update: Changelog for 1.9.0-RC1 and prepare for release
14:42<TrueBrain>michi_cc: still, I guess it is better to do it manually for one last time. Gives us more time to test things through etc :)
14:43<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7321: RailTypes: Introduction date not enforced
14:43<m3henry>LordAro: rebase and CI complete
14:43<LordAro>m3henry: huzzah
14:43<LordAro>thanks so much for doing all of that, it's a huge amount of work
14:44<TrueBrain>so we can approve frosch123's patch too?
14:44<nielsm>TrueBrain: "Allow towns to build brights"
14:44<nielsm>brights = bridges
14:44<TrueBrain>or does anyone really want to look if he didn't forget any? :P
14:45<nielsm>and "Goto hanger orders" hanger = hangar
14:45<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7322: Update: Changelog for 1.9.0-RC1 and prepare for release
14:45<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain updated pull request #7322: Update: Changelog for 1.9.0-RC1 and prepare for release
14:45<TrueBrain>keep them coming
14:46<m3henry>It was quite the marathon, especially Begin and End
14:47<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7321: RailTypes: Introduction date not enforced
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14:50<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain approved pull request #7319: Change: Heading for 1.10 now
14:51<m3henry>On to the next crusade
14:51<nielsm>can we merge all the pending PRs now? :D
14:51<DorpsGek_II>[OpenTTD/OpenTTD] frosch123 merged pull request #7319: Change: Heading for 1.10 now
14:52<TrueBrain>nielsm: seems so
14:52<TrueBrain>and if someone can approve RC1 ;)
14:52<nielsm>so, NRT now? :3
14:53<TrueBrain>fine by me, tbfh
14:53<DorpsGek_II>[OpenTTD/OpenTTD] frosch123 approved pull request #7322: Update: Changelog for 1.9.0-RC1 and prepare for release
14:53<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain merged pull request #7322: Update: Changelog for 1.9.0-RC1 and prepare for release
14:54<TrueBrain>tag created
14:54<@peter1138>NRT might need squashing :p
14:54<@peter1138>Or at least merging fixups.
14:54<TrueBrain>but yeah, all the 1.10 can hit master now
14:57<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain approved pull request #7232: Change: Don't apply forbid 90 deg turn settings to ships.
14:57<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain approved pull request #7302: Change: make crash chance at short runway independent of plane crash …
14:57<TrueBrain>lets approve the two most talked about PRs :P
14:58<TrueBrain>before I hit merge, any real objections to me merging those 2?
14:58<nielsm>good with me
14:59<frosch123> <- updated that as far as i know
14:59<TrueBrain>frosch123: <3
14:59<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain merged pull request #7232: Change: Don't apply forbid 90 deg turn settings to ships.
14:59<TrueBrain>merge conflict
14:59<TrueBrain>darn it
15:00<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain merged pull request #7302: Change: make crash chance at short runway independent of plane crash …
15:00<TrueBrain>there we go
15:01<TrueBrain>@topic set 1 1.9.0-RC1, 1.8.0
15:01-!-DorpsGek changed the topic of #openttd to: 1.9.0-RC1, 1.8.0 | Website: * (source: github, translator: translator, server list: servers, wiki: wiki) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only
15:03<DorpsGek_II>[OpenTTD/OpenTTD] frosch123 commented on pull request #7301: Feature: When filtering purchase list by cargo type, make buy button perform a refit if required.
15:04<frosch123>has anyone ever used TIC/TOC?
15:04<DorpsGek_II>[OpenTTD/OpenTTD] Berbe commented on pull request #7286: Add #2155: newheightmapgame command
15:04<frosch123>i only ever used callgrind
15:04<Beerbelott>glx: Changes done, although functionality does not seem to be 100% :(
15:05<DorpsGek_II>[OpenTTD/OpenTTD] TrueBrain dismissed a review for pull request #7306: Add: Chrono based TIC() and TOC() in debug
15:05<TrueBrain>frosch123: I know of people who have used it :P
15:05<TrueBrain>I always wonder if adding TIC/TOC in the codebase is useful, and if TICC/TOCC is ... but I guess it makes using it easier for when-ever ..
15:06<frosch123>yeah, it just appeared samuesque to me to change them :p
15:06<Beerbelott>Pun! I spot a pun!
15:07<TrueBrain>I wish there was a voting system on GitHub
15:07<TrueBrain>typical PR I want to give a -/+0 for
15:07<@peter1138>I use TIC/TOC
15:07<+michi_cc>TrueBrain: Just for the record (and without having verified the YML syntax), this would probably work:
15:07<@peter1138>At least, in the past.
15:07<@peter1138>Mostly I just use the framerate window now ;)
15:07<TrueBrain>michi_cc: except that that "stable" in azure pipelines is not the stable we need for this :D
15:07<TrueBrain>it needs a new variable
15:08<TrueBrain>beta/RC vs 'stable' .. both are in the set "stable" :D
15:09<TrueBrain>anyway, what is currently missing in the CI, is to detect if it is a 'stable' (and not a beta or RC)
15:09<TrueBrain>as the CI is triggered from a tag
15:09<TrueBrain>here too, I know how to do that in CMake without issue .. but .. in the current setup .. not really sure :D
15:10<Beerbelott>michi_cc: DisableAsserts is a char for '0' and an integer for 1
15:10<TrueBrain>guess we can piggy back on the findversion output
15:10<TrueBrain>but that variable needs to feed in the msbuildargument somehow ..
15:10<TrueBrain>meh .. michi_cc: the more I think about this, the more difficult it gets :P
15:12<+michi_cc>Yeah, it's just a rough concept in case we ever need that. For 1.9 a single manual commit is a lot simpler :)
15:12<TrueBrain>I am sure it is possible, but MSVC is too difficult for me :P
15:13<TrueBrain>that is why I like CMake .. I understand that :D
15:13<TrueBrain>(and it can produce MSVC project files pretty well :D)
15:13<TrueBrain>but I will remember to knock on your door when we are fixing this michi_cc :D >:D
15:15<TrueBrain>okay, RC1 seems to be compiled correctly \o/ :D
15:15<TrueBrain>I am so happy with this new integration, you have no idea :)
15:15<TrueBrain>no more annoying and complex things to configure Bamboo for every release ..
15:15<TrueBrain>just 'tag' and done
15:17<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #6965: Add: Option for population-linear town cargo generation
15:21<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7321: RailTypes: Introduction date not enforced
15:35<TrueBrain>bah. Derail Valley keeps on crashing in VR
15:35<TrueBrain>well, my computer crashes :P
15:35<TrueBrain>well, my video memory runs out, and weird shit starts to happen :D
15:36<TrueBrain>"Latest release in testing is 1.9.0-RC1, released on 2019-03-03 20:00 UTC." .. how ... that ... okay, cool :)
15:36<TrueBrain>that was not planned, that exact time :P
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15:41<@peter1138>News article? ;)
15:44<TrueBrain>yes please, if you can create one, would be lovely
15:45<+glx>again nightly=tag ?
15:46<DorpsGek_II>[OpenTTD/OpenTTD] jcoletto77 commented on issue #7321: RailTypes: Introduction date not enforced
15:51<TrueBrain>glx: yeah ... no, I have no clue what you said there :)
15:53<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7321: RailTypes: Introduction date not enforced
15:54<@peter1138>TrueBrain, nightly is the same version as RC1
15:54<@peter1138>But no. it's not.
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15:54<@peter1138>Nightly was at 7pm, not 8pm.
15:55<+glx>yeah was a misreading from me
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16:06<@peter1138>snail_UES_, where can I find your sets to test with?
16:06<snail_UES_>on my thread in the forums… hold on
16:06<@peter1138>I have no idea what thread that would be.
16:07<snail_UES_>the 3rd zipfile includes the trainset and the trackset
16:07<snail_UES_>the trackset includes a “high-speed” NG track type that should be introduced in 1970. However if you start a game in, say, 1900 it’s already there
16:14<TrueBrain>awh, I derailed ..
16:14<TrueBrain>you cant make that turn with 50 km/hw
16:24<TrueBrain>and again! lol .. this is more difficult than I expected :P
16:24<TrueBrain>you cannot turn around at most stations ... that is annoying :P
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16:29<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7321: RailTypes: Introduction date not enforced
16:30<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7321: RailTypes: Introduction date not enforced
16:34<@peter1138>snail_UES_, well... that was awkward ;(
16:37<snail_UES_>peter1138: what do you mean?
16:37<@peter1138>Read the ticket :)
16:39<@peter1138>The NABZ introduction date is wrong as well.
16:41<snail_UES_>hmm, my NFO code for that railtype introduction reads “ 17 1f 09 00 00 “
16:42<@peter1138>Yes. What is 91F meant to be?
16:44<snail_UES_>I think I see what you mean… that’s decimal 2335
16:44<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7261: Add: Road vehicle path cache.
16:44<snail_UES_>so it’s treated as the number of days since jan 1st, year 0?
16:44<@peter1138>Yes, it's a long-format date.
16:44<@peter1138>But even if it was from 1920, that value would still be in 1926.
16:45<@peter1138>And if it was just year, well, that'd be year 2335. (or 4255.)
16:45<@peter1138>So those two numbers you have make no sense.
16:46<snail_UES_>so it should be around 719,542 days for 1/1/1970
16:46<snail_UES_>which is hex AFAB6
16:47<@peter1138>I wonder where you got 91F from, that's all.
16:48<snail_UES_>so the correct NFO should be 17 B6 FA A0 00 for 1/1/1970?
16:48<@peter1138>B6 FA 0A 00
16:49<snail_UES_>oh right, 0A instead of A0
16:49<@peter1138>If you were using NML... ;)
16:50<@peter1138>Btw, did pre-combined track sprites ever feel useful?
16:50<snail_UES_>haven’t tried them yet...
16:50<@peter1138>Where you would draw all combinations of junctions instead of letting the game combine multiple parts.
16:51<@peter1138>It's not in the game yet, but there's a PR for it.
16:51<snail_UES_>that sounds cool…
16:51<@peter1138>It was something that was vaguely requested about 5-6 years ago, but never got anywhere.
16:51<@peter1138>Means you get to control how each switch looks.
16:51<LordAro>there is? which PR?
16:51<snail_UES_>it sounds quite useful. It could be a way to make 3rd rail look even better
16:51<@peter1138>Does require a bit more effort :)
16:51<snail_UES_>and maybe draw really curved switches...
16:52<@peter1138>I dunno about curved, it doesn't allow referening neighbour tiles.
16:52<@peter1138>But maybe.
16:52<@peter1138>LordAro, check the commit date. It's genuine.
16:53<snail_UES_>I’ve only got a minor issue with tunnel portals
16:53<@peter1138>Tunnel portals will always be awkward.
16:53<snail_UES_>I use custom ones, whose shape goes slightly beyond its normal bounding box (the tunnel portals are a bit higher, having two massive pillars at the sides of the entrance)
16:54<Beerbelott>Editor load seems to behave very differently w/ heightmap than w/ savegame/scenario...
16:54<snail_UES_>those pillars look nice if a tunnel portal stands by itself (meaning they get drawn even beyonf their box)
16:54<snail_UES_>but for 2 parallel tracks, the pillar gets cut for the track that’s “closer to the viewer” if you know what I mean
16:54<LordAro>peter1138: nice
16:55<@peter1138>It was when pikka was still doing stuff, heh.
16:55<@peter1138>But, heh.
16:55<@peter1138>snail_UES_, I'm not sure how you would solve that seeing as it is out-of-spec.
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16:56<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations.
16:57<snail_UES_>I guess you can’t draw portals that are beyond their box?
16:57<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7248: Change: Group processing of vehicle ticks by type of vehicle. This allows use of PerformanceCounter instead of PerformanceAccumulator.
16:57<@peter1138>You can, but you end up with glitches. That's the point of the box.
16:58<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations.
16:59<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations.
17:00<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7250: K-d tree data structure for spatial lookups
17:00<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
17:02<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7248: Change: Group processing of vehicle ticks by type of vehicle. This allows use of PerformanceCounter instead of PerformanceAccumulator.
17:02<snail_UES_>hmm, weird… I’ve changed that property from “ 17 1f 09 00 00 “ to “ 17 B6 FA 0A 00 “ in my code
17:02<snail_UES_>now that railtype never shows up… even in year 2200
17:02<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #7284: Fix #7043, Fix #7274: Delete town owned bridge based on adjacent tile ownership, not nearest town.
17:04<snail_UES_>peter1138: any ideas as to why it disappeared?
17:06<@peter1138>Yeah. Just checking...
17:07<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh dismissed a review for pull request #7235: Change: Non-rectangular sparse station catchment area
17:07<@peter1138>Although, no, hmm.
17:08<snail_UES_>I’ll be back in about 10mins
17:11<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened pull request #7323: Fix #7274, Fix #7043: Town bridges store town indexes in map array.
17:11<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick closed pull request #7282: Fix #7274, Fix #7043: Town bridges store town indexes in map array.
17:11<@peter1138>Samu, what?
17:12<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7235: Change: Non-rectangular sparse station catchment area
17:12<Samu>i renamed branch and it could no longer push, so I solved that by copying into a new branch
17:13<@peter1138>You can rename it back...
17:13<@peter1138>Don't open and close new PRs, it loses the history.
17:13<Samu>it didn't work
17:13<@peter1138>And fills our PRs up with junk.
17:14<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7323: Fix #7274, Fix #7043: Town bridges store town indexes in map array.
17:14<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7323: Fix #7274, Fix #7043: Town bridges store town indexes in map array.
17:15<LordAro>Samu: that literally tells you what to run
17:17<Samu>Sorry about that :(
17:17<Samu>I will no longer rename branches
17:17<LordAro>also yes, it's rarely worth bothering to do that
17:18<LordAro>branch name is immaterial
17:19<LordAro>Samu: and always always fill out the pull request description
17:19<LordAro>just as you would for an issue
17:19<LordAro>otherwise they're just going to get closed immediately
17:19<LordAro>and you're going to end up getting blocked
17:21<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7323: Fix #7274, Fix #7043: Town bridges store town indexes in map array.
17:26<DorpsGek_II>[OpenTTD/OpenTTD] jcoletto77 commented on issue #7321: RailTypes: Introduction date not enforced
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17:27<DorpsGek_II>[OpenTTD/OpenTTD] LordAro closed pull request #7323: Fix #7274, Fix #7043: Town bridges store town indexes in map array.
17:28<LordAro>no description for PR -> no description for closing it
17:28<LordAro>i think that's fair
17:28<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7284: Fix #7043, Fix #7274: Delete town owned bridge based on adjacent tile ownership, not nearest town.
17:29<DorpsGek_II>[OpenTTD/OpenTTD] PeterN closed issue #7043: Disconnected towns during world generation
17:29<DorpsGek_II>[OpenTTD/OpenTTD] PeterN closed issue #7274: Very long stalls during town generation
17:29<LordAro>peter1138: nicely done
17:31<@peter1138>That hot cross bun I ate was nice. Tesco finest of some sort.
17:31<@peter1138>Probably not the best thing to be eating at 22:30, though.
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17:32<supermop_Home_>I've been eating a tub of sun-dried tomatoes from whole foods
17:32<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry opened pull request #7324: Codechange: [C++11] Use override specifer for overriding member declarations
17:33<@peter1138>^^ I started a patch to do that :)
17:33<@peter1138>I didn't remove the /* virtual */ part though.
17:33<m3henry>Is a bit redundant
17:33<@peter1138>Did you script it?
17:34<m3henry>No, I used grep, xargs and nano
17:34<@peter1138>Using grep & xargs sounds like scripting, not nano though.
17:35<m3henry>And listened to while I did it using Find, delete and paste
17:37<@peter1138>Yeah, I stopped when I realised that once you have put override on one method, you've got to do it for all in that class.
17:38<@peter1138>I've got some warnings.
17:38<m3henry>Which compiler?
17:38<Eddi|zuHause>uhm, i would've used sed -i for that
17:38<Eddi|zuHause>seems doable
17:38<Beerbelott>OMG this editor needs some fixing to work w/ heightmaps........
17:39<@peter1138>widget_type.h:411:7: error: 'SetupSmallestSize' overrides a member function but is not marked 'override'
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17:39<Beerbelott>I don't even know if what I'm doing is right, but that... kinda... works? :\
17:39<@peter1138>I guess it was missing the /* virtual */
17:40<@peter1138>What editor?
17:40<Beerbelott>Game editor
17:40<m3henry>Any other editors?
17:40<LordAro>a common typo
17:40<@peter1138>Same file :504
17:40<@peter1138>:504, :533, :553, :554
17:40<LordAro>peter1138: does the CI not emit the same warnings?
17:41<Beerbelott>Don't slap me too hard, but another PR is coming w/ *maybe* loads of crap in there
17:41<Eddi|zuHause>there seem to be 3 cases: function head before "{", function head ending with ";" and function head ending with "newline {"
17:41<Eddi|zuHause>that should be 3 simple regexes ;)
17:41<@peter1138>LordAro, yes, at least the clang compiler.
17:42<@peter1138>There's some in station_base.h as well
17:42<Eddi|zuHause>at least for me, that would probably have been faster than find/replace in loads of files :p
17:42<@peter1138>Eddi|zuHause, I'm not sure what you are talking about.
17:43<@peter1138>3 cases of what?
17:43<Eddi|zuHause>the virtual->override change
17:43<Beerbelott>How come heightmap got such a bad treatment? Are those a relatively recent addition to the game?
17:43<@peter1138>Beerbelott, I don't know what is wrong with it.
17:43<@peter1138>Loading a heightmap into the editor is (or should be) the same as loading it into game to play.
17:44<@peter1138>It just... loads it.
17:45<Beerbelott>'case SM_LOAD_HEIGHTMAP:' of SwitchToMode in openttd.cpp does not work.
17:45<Beerbelott>By replicating there what was made to fire up an empty editor, I made it load the heightmap as intended
17:45<Beerbelott>peter1138: Yeah, if you go through an empty editor 1st, yes
17:45<Eddi|zuHause>like: s/\/\* virtual \*\([^\{]*)\{/\1override \{/
17:45<Beerbelott>if you come directly w/ SM_LOAD_HEIGHTMAP, it does not
17:46<LordAro> in a galaxy, far far away...
17:46<Eddi|zuHause>or something like that
17:46<Beerbelott>Also: if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) { is not well-suited for heightmap integration
17:47<@peter1138>Beerbelott, how do you come directly with SM_LOAD_HEIGHTMAP?
17:47<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7324: Codechange: [C++11] Use override specifer for overriding member declarations
17:47<Beerbelott>When trating them as other file format, thus making changes for load on start :)
17:47<@peter1138>I think you're describing a condition that doesn't exist in master currently.
17:47<Beerbelott>By trating*
17:47<Beerbelott>treating* come on
17:47<@peter1138>Therefore, yes, you will probably have to make that condition work.
17:48<Beerbelott>peter1138: Yes, but I wonder why it even exists... if it does not work
17:48<@peter1138>Why what exists?
17:48<Beerbelott>case SM_LOAD_HEIGHTMAP: of SwitchToMode
17:49<@peter1138>It's used when loading a heightmap into the scenario editor.
17:49<@peter1138>Which certainly does work.
17:49<Beerbelott>Well in its current state, its counting on goign through an empty editor to fill some gaps
17:49<Eddi|zuHause>Beerbelott: the existing code works for all cases that can occur (hopefully). if you add a new case and it doesn't work, you might have missed a precondition somewhere
17:50<@peter1138>Yes, because that's the only way it can occur.
17:50<@peter1138>If you are changing it so it can occur otherwise, then yes, it is not really the existing code's fault, you will need to handle it.
17:50<@peter1138>m3henry, widget_type.h:412 and :503
17:51<Beerbelott>Getting the inspiration from case SM_EDITOR:, I made a couple changes which end up loading the heightmap in the editor...
17:51<nielsm>I've probably written some GUI stuff overriding functions without adding /* virtual */
17:51<@peter1138>I'm sure.
17:51<Beerbelott>Although I dunno if what I do is completely berserk
17:51<@peter1138>nielsm, me too.
17:51<Beerbelott>hence a new PR coming in ;)
17:52*Beerbelott went hiding
17:52<@peter1138>Beerbelott, it's fine to do these changes, but you can't expect the existing code, which never needed to handle this new case, to not need changes.
17:52<m3henry>peter1138: ty
17:52<@peter1138>"How come heightmap got such a bad treatment?" is not a useful question.
17:53<Beerbelott>I thought this file format was already kind of dealt with in an approximately similar way to savegames/scenarios... The more I discover, the more I worry :D
17:53<LordAro>Beerbelott: if it's something that depends on your changes, it should go in the same PR
17:53<Beerbelott>Actually reverse
17:54<Beerbelott>As my current PR stands, if you try to load a heightmap directly in editor mode (-e -g), you come back to the main menu
17:54<Beerbelott>Is it a big deal if the improvement to make editor + heightmap work out of the shelf in another PR?
17:54<@peter1138>I actually can't think of a reason why you'd ever want to do that, but...
17:55<Beerbelott>Well the initial idea was just to load a heightmap as a file w/ -g... but -g needs to be compatible with -e, there is no reason to make an exception
17:55<Beerbelott>I do not really care about the editor actually, my changes were aimed at dedicated servers :)
17:56<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7324: Codechange: [C++11] Use override specifer for overriding member declarations
17:56<Beerbelott>so to be feature-complete, it'd require to fix that
17:56<Beerbelott>am I wrong?
17:57<Beerbelott>and there are modes already existing for that precise case of loading a heightmap in the editor thing
17:57<Beerbelott>so it's like it's all there to work, but it's not... directly
17:57<@peter1138>By all means, fix it. Just accept that if you are making a new code path, that code path won't have been tested in the way you have expected.
17:57<@peter1138>It's just not a problem with the existing code as it stands.
17:58<@peter1138>m3henry, network/network_gui.cpp:121 and :147
17:58<Beerbelott>that's where I am a bit afraid, as I have little-to-know global knowledge of the program... I merely try to mimic what happens in other places, crossing fingers :\
17:58<@peter1138>Beerbelott, don't worry, as long as you carry on it'll come to you.
17:58<Beerbelott>LordAro: so same PR or new one?
17:58<@peter1138>I don't any of us knows all the details these days.
17:59<LordAro>Beerbelott: it can always be split out, but they can't be merged
17:59<Beerbelott>well CTD are to be expected then? :D
17:59<@peter1138>Same PR, separate commits. If it's deemed it should be a separate PR, they can be split.
17:59<Beerbelott>OK I'll do that... Might need a rename at some point if it continues sliding down the path of complexity... :\
18:00<Beerbelott>and I'm no developer, that's the funny part :D
18:00<@peter1138>Renaming a PR is easy. Just don't bother renaming branches, that just leads to pain.
18:01<Beerbelott>peter1138: I already made a mistake or deleting a branch a few days ago, remember? ;)
18:01<@peter1138>And someone else did it today...
18:01<@peter1138>" If you wish, you can delete your fork of OpenTTD/OpenTTD. "
18:01<@peter1138>Cheers GitHub, yeah, I'd really want to do that...
18:01<Beerbelott>my branch is called 'heightmap' anyway. can't think of a better name :D
18:02<LordAro>peter1138: i guess if you've forked just to fix one particular issue...
18:02<Beerbelott>I'm branching as hell on my part...
18:02<LordAro>but yeah, bit odd
18:02<@peter1138>Yeah but it's so prominent on something I perceive as rare.
18:02<@peter1138>Maybe it's not rare for them.
18:02<Eddi|zuHause><peter1138> " If you wish, you can delete your fork of OpenTTD/OpenTTD. " <-- i also saw this button today, and was wondering "that looks awfully easy to press accidentally" :p
18:02<@peter1138>They probably have more metrics on us that I have ;)
18:03<@peter1138>m3henry, table/newgrf_debug_data.h has a load as well.
18:04<@peter1138>I really wish this was a default-on check :/
18:04<@peter1138>If you have nothing marked as override then it doesn't care.
18:04<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7324: Codechange: [C++11] Use override specifer for overriding member declarations
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18:08<Beerbelott>I suppose GitHub hates all those fork sitting there idle ;) Less forks = more gc
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18:10<DorpsGek_II>[OpenTTD/website] LordAro opened pull request #67: Add: OpenTTD 1.9.0-RC1 news post
18:11<TrueBrain>LordAro: sentences end with a dot
18:11<LordAro>TrueBrain: sorry about the local branch, i couldn't (trivially) figure out a way to create the branch on my fork via the web interface
18:11<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7324: Codechange: [C++11] Use override specifer for overriding member declarations
18:11<TrueBrain>you are them all :p
18:11<TrueBrain>the same way you did on the main branch :)
18:12<TrueBrain>but it doesn't auto sync.. so yeah
18:12<TrueBrain>it is fine
18:12<TrueBrain>just delete it afterwards ;)
18:12<LordAro>it'll be gone in a few moments, anyway :p
18:12<TrueBrain>after you found the dot key on your keyboard :p
18:13<DorpsGek_II>[OpenTTD/website] Eddi-z updated pull request #67: Add: OpenTTD 1.9.0-RC1 news post
18:13<@peter1138>m3henry, just 4 left in newgrf_debug_data from what I can see.
18:14<@peter1138>m3henry, :363 365 529 and 537
18:14<Eddi|zuHause>(i had to try whether that works)
18:14<TrueBrain>still more missing dots :p
18:14<@peter1138>I dunno about other non-Linux builds though.
18:14<TrueBrain>I like this collaborated way of news writing tbh
18:14<TrueBrain>possibly we should always do it like this
18:14<DorpsGek_II>[OpenTTD/website] Eddi-z updated pull request #67: Add: OpenTTD 1.9.0-RC1 news post
18:15<@peter1138>1 major thing
18:15<@peter1138>Well, fairly.
18:15<@peter1138>OS X FreeType :p
18:15<TrueBrain>tnx Eddi
18:15<TrueBrain>can't approve on mobile :(
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18:16<DorpsGek_II>[OpenTTD/website] Eddi-z approved pull request #67: Add: OpenTTD 1.9.0-RC1 news post
18:16<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7321: RailTypes: Introduction date not enforced
18:17<TrueBrain>time to get some sleep; night all
18:17<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry updated pull request #7324: Codechange: [C++11] Use override specifer for overriding member declarations
18:18<@peter1138>I wonder if there are any classes which are missing.
18:19<LordAro>some static analyser should be able to tell you
18:19<LordAro>cppcheck has something, i think
18:21<@peter1138>"Failed to load std.cfg. Your Cppcheck installation is broken"
18:21<@peter1138>Hmm :/
18:22<Eddi|zuHause>so who can merge the news post? it says i can't.
18:28<snail_UES_>peter1138: saw your comment
18:28<snail_UES_>I’m using a version of OTTD from July 2018, has the code changed since?
18:32<snail_UES_>then there must be something weird with my NFO
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18:36<@peter1138>Did you accidentally go with A0 instead of 0A? :p
18:37<Samu>why was it closed? I told you what happened :|
18:37<Samu>just downloaded RC-1, gonna test some AIs
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18:46<DorpsGek_II>[OpenTTD/website] michicc merged pull request #67: Add: OpenTTD 1.9.0-RC1 news post
18:46<snail_UES_>I wrote: “ 17 B6 FA 0A 00 "
18:50<supermop_Home_>safe to assume nrt isn't going to move forward any time soon?
18:50<@peter1138>supermop_Home_, nope
18:50<@peter1138>supermop_Home_, it will
18:50<supermop_Home_>so i don't need to start working on my RV set again yet
18:50<@peter1138>supermop_Home_, 1.9 was branched.
18:50<@peter1138>m3henry, I still see some /* virtual */ in cpp files.
18:51<supermop_Home_>hmm. i miss a good generic station set
18:51<@peter1138>newstats :)
18:51<@peter1138>You're right, there are none. You should make one ;)
18:51<supermop_Home_>i just use chips all the time lately.
18:51<Eddi|zuHause>newstats is a passenger station set
18:51<supermop_Home_>i am waiting for NML
18:52<Eddi|zuHause>i wouldn't hold my breath on that :p
18:52<supermop_Home_>chips is ok for cargo but a little bland - all those paved flat lots stacked 10m high with crates
18:53<supermop_Home_>the default stations with just a tad more richness would be 90% of what I desire
18:53<Beerbelott>What are the valid prefixes for commit messages again? I got a list from a fail from commit-checker the other day but did not make a printscreen
18:53<Eddi|zuHause>i was thinking of a distribution of which cargo type is displayed on each tile, so not only the highest one gets shown, but it gets somewhat mixed
18:53<supermop_Home_>i can't even understand the code i wrote for MLSS ~9 years ago at this point
18:54<Beerbelott>LordAro: Many thx!
18:54<Eddi|zuHause>not sure how up to date that is
18:54<supermop_Home_>hmm i did try some rendered station sprites about 4 years ago
18:55<supermop_Home_>but I've sort of wandered away from rendering things that are not for work these days
18:55<Eddi|zuHause>it seems updated, but with wiki you can never be sure :p
18:56<supermop_Home_>Eddi|zuHause a 60-40 mix of cargo for chips would be nice
18:56<supermop_Home_>as is, my station with 1000T of coal looks like it has none if it has 1001T of Iron Ore
18:57<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT)
18:57<Eddi|zuHause>(not 100% serious)
18:59<supermop_Home_>of course if you build a Victorian passenger terminal hall for your coal mine, should it still show coal piled up on the platforms?
19:00<Eddi|zuHause>that is a bit of a problem, if you "hide" some cargos, you're not sure if the remaining cargos can be displayed on any given tile...
19:01<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT)
19:01<Eddi|zuHause>the station tile would have to provide a list of cargos to the distribution algorithm
19:01<supermop_Home_>yeah i guess you could just make people build coal hoppers to see coal
19:01<Eddi|zuHause>so you can mix bulk pile tiles with crate stack tiles
19:01<supermop_Home_>people hoppers to see passengers
19:02<supermop_Home_>Eddi|zuHause essentially ISR, but i think something between chips and ISR would be nice
19:02<Eddi|zuHause>to prevent the distribution algorithm to assign the crate cargos to the bulk tiles
19:02<Eddi|zuHause>and end up with empty tiles
19:03<supermop_Home_>it would be nice if this algorithm could pick what tiles to get what class
19:03<supermop_Home_>so you don't need to build them
19:04<supermop_Home_>chips is nice in that you can quickly build a generic station of the size you need and it will look not too out of place
19:10<m3henry>peter1138: I wasn't sure if those would still be wanted, so I left them. What do others think?
19:24<Samu>is there anything wrong with the PR other than missing a description?
19:24<Samu>just added a description w
19:27<Samu>You're making me feel useless here :(
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19:53<drac_boy>hi there
19:55<drac_boy>are they generally independent of each others or could you somehow have an industry that has two outputs with the second one being always around 10% of the first one?
19:55<drac_boy>its single input for the note
19:58<supermop_Home_>i think FIRS steeltown slag works that way
19:59<supermop_Home_>it might not be 10%, but blast furnace, arc furnace, and steel furnace all produce some small % of slag compared to the metal output
20:00<drac_boy>hmm I'll see if I want to try sort out that source but thanks for the extra thought btw :)
20:01<drac_boy>hows the homebound mop tonight btw?
20:02<supermop_Home_>quite good
20:03<drac_boy>doing ok here
20:07*drac_boy just has a long messy industry list to sort :->
20:08<@peter1138>Surely you just need to announce big plans, get overwhelmed with the work required, ask other people to do it for you, and then leave the forums in a rage quit, optionally deleting/sabotaging everything you posted... No?
20:09<drac_boy>hmm nope not even my type :)
20:09*drac_boy actually is going start with a somewhat bare train release and add onto it over time
20:20<Eddi|zuHause>opening 10 threads and requesting an own subforum sometimes helps?
20:21*drac_boy will rather just post in the graphic dev section like everyone else
20:36<drac_boy>anyway enjoy your day/night both of you
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---Logclosed Mon Mar 04 00:00:28 2019