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#openttd IRC Logs for 2019-03-21

---Logopened Thu Mar 21 00:00:21 2019
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03:04<DorpsGek_II>[OpenTTD/OpenTTD] PeterN approved pull request #7392: Fix #7391, 9b99b95: Don't invalidate go to depot orders of non-aircra… https://git.io/fjfP8
03:08<DorpsGek_II>[OpenTTD/OpenTTD] Hexus-One opened pull request #7394: Added demolish tree tool https://git.io/fjfPR
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03:30<DorpsGek_II>[OpenTTD/OpenTTD] PeterN requested changes for pull request #7394: Add: Demolish tree tool https://git.io/fjfPo
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03:46<@peter1138>Hello
03:53<DorpsGek_II>[OpenTTD/OpenTTD] PeterN requested changes for pull request #7376: Fix: Enforce the max_no_competitors test before creating an AI company in multiplayer. https://git.io/fjfPS
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04:18<andythenorth>ohai
04:18<andythenorth>pikka too
04:23<@LordAro>moin
04:27<Pikka>boin
04:34<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7051: Feature: Moveable depots #6328 https://git.io/fjfXk
05:05<planetmaker>moin
05:17<@peter1138>Hi
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05:55<@peter1138>Lotus biscuit dunking commences.
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06:25<@peter1138>andythenorth I ran out of lotus biscuits :(
06:32<DorpsGek_II>[OpenTTD/OpenTTD] Hexus-One commented on pull request #7394: Add: Demolish tree tool https://git.io/fjfMa
06:32<DorpsGek_II>[OpenTTD/OpenTTD] Hexus-One commented on pull request #7394: Add: Demolish tree tool https://git.io/fjfMV
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06:55<Pikka>wut
06:59<DorpsGek_II>[OpenTTD/nml] PeterN requested changes for pull request #21: Eddi-nml branch for ActionC support https://git.io/fjfMF
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06:59<@peter1138>pikkapikka
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07:05<DorpsGek_II>[OpenTTD/OpenTTD] Hexus-One commented on pull request #7394: Add: Demolish tree tool https://git.io/fjfMh
07:22<DorpsGek_II>[OpenTTD/nml] planetmaker commented on pull request #24: Fix: Add missing parameter in industry and airport tiles in RandomAct… https://git.io/fjfDY
07:22<DorpsGek_II>[OpenTTD/nml] planetmaker merged pull request #24: Fix: Add missing parameter in industry and airport tiles in RandomAct… https://git.io/fjvmS
07:27<@peter1138>I was going to merge that ;(
07:27<@peter1138>Hehe
07:27<@peter1138>Discovered the same when I duplicated for docks.
07:34<DorpsGek_II>[OpenTTD/nml] planetmaker merged pull request #15: Industries: support 16 cargos in / 16 cargos out https://git.io/fhpBT
07:40<planetmaker>hm... https://jenkins.openttdcoop.org/job/nml/459/console
07:40<planetmaker>it doesn't fail locally, though. why?
07:46<andythenorth>planetmaker: python 3.2 on jenkins?
07:46*andythenorth guessing
07:46<andythenorth>this needs 3.5 or so iirc
07:46<@LordAro>i don't think python's import logic has changed from 3.2...
07:47<andythenorth>I recall I had to change my python version for nml, and I'm sure it was for 16-cargos patch
07:47<andythenorth>did anyone mention that nml development is currently a tyre fire? :D
07:48<andythenorth>yeah 16-cargos fails on python 3.4
07:48<andythenorth>works on python 3.5
07:48<planetmaker>he, that's a change of requirements...
07:49<planetmaker>not that anyone but devzone uses <3.5 :P
07:49<andythenorth>why is there a demolish tree tool now?
07:54<@peter1138>Why not?
07:56<planetmaker>updating windows builds for python > 3.3 will prove quite a challange...
08:01*planetmaker builds python 3.6.8
08:01<@peter1138>Oh dear.
08:05<planetmaker>that actually went smoothly and quickly
08:18<@peter1138>Hmm...
08:18<@peter1138>Vehicles can be built up out of layers now, right?
08:19<@peter1138>If so, does/could each part have its own bounding box?
08:19<DorpsGek_II>[OpenTTD/OpenTTD] ldpl commented on pull request #7394: Add: Demolish tree tool https://git.io/fjfyk
08:20<@peter1138>_dp_, what is "trunc" :/
08:20<@peter1138>I don't even refer to anything as trunk now, that was an svn convention.
08:20<@peter1138>git's equivalent is master of course.
08:22<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7394: Add: Demolish tree tool https://git.io/fjfyt
08:23<_dp_>peter1138, trunc, master, whatever :p
08:27<@peter1138>:-)
08:27<@peter1138>But it's trunk, not trunc.
08:27<_dp_>oh
08:27<_dp_>fixed :)
08:29<_dp_>after that pr I'm thinking of instead making some sort of checkbox-like thing for existing demolish tool to select what it can destroy
08:29<_dp_>probably not useful for anything but trees tho
08:31<@peter1138>I was thinking "destroy only company-owned-land" might be useful.
08:32<_dp_>peter1138, yeah, that's not bad too
08:32<@peter1138>Like when you're on a server, busy trolling someone, and then wnat to remove all your own stuff in that area quickly ;)
08:33<planetmaker>suggestion: removal tool with filter
08:33<planetmaker>select what stuff you want to destroy
08:33<planetmaker>would be nice for road or rail types, too
08:34<planetmaker>default: remove all. shift+click remove = open filter window
08:34<planetmaker>or similar
08:34<_dp_>planetmaker, shift-click is cost estimation :p
08:34*planetmaker feels reminded of factorios blueprints and deconstruction planners
08:34<planetmaker>add missing '
08:34<planetmaker>ctrl+click then. whatever is free :)
08:35<_dp_>btw, using shift for that is a waste of modified imo
08:35<_dp_>estimation could be ctrl-alt-shif-win-click for all I care
08:35<@peter1138>Cost estimation for opening a window? :p
08:36<@peter1138>One modifier is used for selecting between orthogonal and diagonal already, of course.
08:37<@peter1138>"And what the difference between this tool and "Full invisible" oprion for trees?"
08:37<@peter1138>Uh... haha
08:37<_dp_>peter1138, making them invisible won't improve authority rating :p
08:37<@peter1138>Neither will destroying them :-)
08:37<@peter1138>Is it lunch time yet?
08:38<_dp_>peter1138, well, you obviously destroy them to plant again :p
08:38<planetmaker>lunch time is over
08:38<planetmaker>:P
08:38<@peter1138>Shit. I've not started my salad yet.
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08:48<planetmaker>call it tea break
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09:02<DorpsGek_II>[OpenTTD/OpenTTD] ShimmerFairy commented on issue #7249: The currently selected base graphics set is missing 4 sprites. This is despite having the latest OpenGFX 0.5.2. https://git.io/fjfyQ
09:04<@LordAro>maybe we should just keep that issue open until its resolved
09:07<andythenorth>if only we had a tool for removing station tiles
09:07<@peter1138>Weren't they already added?
09:07<andythenorth>instead of bulldozing the whole thing
09:07<andythenorth>yes they were
09:07<@peter1138>Were the offset/size bugs fixed?
09:07<@peter1138>And was a new release made?
09:19<planetmaker>sprites were added. Though one sprite is still missing. Release has not yet been made
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10:00<@peter1138>planetmaker, ah, it's not fixed, nor reported properly :(
10:00<@peter1138>2 of the sprites have the wrong dimensions, they should all be 20, 20.
10:00<@peter1138>https://dev.openttdcoop.org/projects/opengfx/repository/revisions/6f74041189f2/diff/sprites/extra/extra-openttd-gui.pnml
10:01<@peter1138>No sprite is missing, the index given is wrong.
10:05<@peter1138>Ah, yes, and r1070 is the wrong build.
10:09<@peter1138>planetmaker, https://www.tt-forums.net/viewtopic.php?p=1219276#p1219276
10:09<@peter1138>There's a patch for it there ^
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10:23<planetmaker>indeed
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10:40<Samu>peter1138, hi
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10:42<@peter1138>Yes?
10:43<Samu>there are currently some places in the code where you start an ai company disregarding the max_no_competitors
10:43<Samu>like reload ai
10:43<Samu>startai console command
10:47<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7376: Fix: Enforce the max_no_competitors test before creating an AI company in multiplayer. https://git.io/fjfHP
10:47<@peter1138>Yes, but why?
10:48<Samu>because that's how it works
10:48<Samu>hehe
10:48<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7376: Fix: Enforce the max_no_competitors test before creating an AI company in multiplayer. https://git.io/fjfHX
10:49<DorpsGek_II>[OpenTTD/OpenTTD] Hexus-One updated pull request #7394: Add: Demolish tree tool https://git.io/fjfPR
10:51<DorpsGek_II>[OpenTTD/OpenTTD] Hexus-One commented on pull request #7394: Add: Demolish tree tool https://git.io/fjfHD
10:52<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7394: Add: Demolish tree tool https://git.io/fjfHS
10:57<DorpsGek_II>[OpenTTD/OpenTTD] Hexus-One commented on pull request #7394: Add: Demolish tree tool https://git.io/fjfH7
10:57<@peter1138>_dp_, I'm just going to give up.
10:58<@peter1138>_dp_, please help the guy out here :p
10:58<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #7376: Fix: Enforce the max_no_competitors test before creating an AI company in multiplayer. https://git.io/fjfHd
11:02<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7394: Add: Demolish tree tool https://git.io/fjfQe
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11:24<Samu>need to add more checks
11:30<Samu>actually I can't
11:30<Samu>if (_networking && Company::GetNumItems() >= _settings_client.network.max_companies)
11:30<Samu>_settings_client is the problem
11:32<Samu>there may be more companies than that specified in network.max_companies
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11:36<_dp_>peter1138, well, I guess I'll try xD
11:38<Samu>gonna use p2 again, I suppose
11:39<Samu>unless there's another way
11:53<Samu> uint8 network_max_companies = GB(p2, 1, 4);
11:53<Samu> if (_networking && Company::GetNumItems() >= network_max_companies) return CMD_ERROR;
11:53<Samu>hacks!
11:54<Samu>wondering if this will work for non-server
11:54<Samu>i hope it does
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11:55<Samu>* - bits 1..4: Server-side value of network.max_companies (with CCA_NEW_AI)
12:04<DorpsGek_II>[OpenTTD/OpenTTD] ldpl commented on pull request #7394: Add: Demolish tree tool https://git.io/fjf7B
12:07<@peter1138>Samu, why?
12:08<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7376: Fix: Enforce the max_no_competitors test before creating an AI company in multiplayer. https://git.io/fjvY8
12:08<Samu>untested this new addition
12:09<Samu>im not sure how to test it
12:09<@peter1138>Samu, that is wrong.
12:09<Samu>:(
12:09<@peter1138>MaybeStartNewCompany is only called by the server, correct?
12:09<Eddi|zuHause>so... how about when you press the demolish (dynamite) button, it pops up a GUI where you can filter which type of stuff to remove? so you can set "trees only", "tram rails only", "my property only" and stuff like that?
12:10<Samu>yes, but it's queued
12:10<Samu>it could be delayed a tick sometime
12:10<planetmaker>Eddi|zuHause, like... <planetmaker> suggestion: removal tool with filter
12:11<@peter1138>Samu, but max_companies wouldn't change.
12:11<Samu>but GetNumItems may not be up to date
12:11<Samu>that is the problem
12:12<@peter1138>Huh?
12:12<@peter1138>But you call GetNumItems anyway
12:13<Samu>it's all due to delaying one more tick
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12:14<Samu>commands_per_frame or something like that is the culprit
12:14<@peter1138>Delaying by one tick means the server can't verify its data?
12:14<@Alberth>o/
12:14<planetmaker>\o
12:14<_dp_>another option would be to make removal mode of each tool accept rectancles somehow.
12:14<Samu>it delays one tick, but sometimes it can be delayed two ticks
12:15<_dp_>there is no removal mode for trees atm ofc but can be done
12:15<@peter1138>Samu, I'm pretty sure that's irrelevant.
12:15<Samu>when its delayed two ticks, GetNumItems will get outdated
12:15<planetmaker>_dp_, yes... generally accepting a rectangle. And allowing to choose what to remove (default=everything)
12:15<Samu>so when the queue is actually executed, do the test there instead
12:16<@peter1138>Samu, err... I'm not saying don't move the test.
12:16<_dp_>planetmaker, no, that's different, you talk about adding filter to dynamite tool
12:16<planetmaker>well, yes.
12:16<Eddi|zuHause>_dp_: i'd rather merge the removal tool into the demolish tool
12:16<@peter1138>Samu, but the test only needs to be executed on the server (or in single player) as clients don't (shouldn't?) be sending this command. Maybe I've got the wrong information there.
12:16<planetmaker>having both actually makes sense
12:17<_dp_>planetmaker, and I think of adding rectangles to remove mode of tools like rail removal (that you click bulldozer icon while having rail tool)
12:17<planetmaker>'r' for removal with each type to quickly remove only that. Accepting rects
12:17<@peter1138>Samu, if the command returns CMD_ERROR when the server tests it, it won't be forwarded to the clients.
12:17<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7394: Add: Demolish tree tool https://git.io/fjf7o
12:17<@peter1138>Samu, if the command is successful on the server, then the clients wouldn't be needing to set max_ccompanies.
12:17<planetmaker>and having the option to choose what to remove (checkboxes like visibility window) for bomb tool
12:17<_dp_>though there is a bit of issue accepting rects for rail removal as it's already using drag-n-drop
12:17<planetmaker>but... that means the PR as-is would be acceptable. And we just want more
12:18<planetmaker>hm
12:18<planetmaker>and road, too
12:18<@peter1138>No, the PR as is is totally crap :p
12:18<_dp_>^^
12:18<Eddi|zuHause>planetmaker: the PR seems in no state of beeing acceptable. more like needing a complete rewrite anyway :p
12:18<planetmaker>the idea... i didn't read the code yet :P
12:18<@peter1138>planetmaker, the guy seems to be obsessed with making a patch that is compatible with unpatched servers.
12:18<@peter1138>Which is pretty damn pointless for a PR.
12:19<planetmaker>well... such patches can be handy... but ... why would you want to mass-remove trees?
12:19<planetmaker>I can mass-plant them. And that gives me benefit
12:19<@peter1138>Who knows? I was only focusing on the implementation.
12:19<Eddi|zuHause>planetmaker: only reason i can imagine is the plant/destroy exploit for town rating
12:20<Eddi|zuHause>which imho should be fixed...
12:20<planetmaker>nah :)
12:20<@peter1138>Eddi|zuHause, probably , yes :-)
12:20<planetmaker>nice trick to get on the good side of towns :P
12:20<@peter1138>Eddi|zuHause, will you be updating your PRs at some point? Conflicts, etc...
12:21<@peter1138>planetmaker, okay, so you know it. THAT is why this PR exists.
12:21<@peter1138>Hmm, fix it by allow rating to go negative? :p
12:21<_dp_>would be easier to just make 100% bribes for free :p
12:22<@peter1138>And this is where "it's a client patch for unpatched servers come in"
12:22<Eddi|zuHause>i'd fix it by not allowing to demolish trees if rating is below a threshold
12:22<@peter1138>It's kind of a cheat.
12:22<@peter1138>Eddi|zuHause, hmm
12:22<@peter1138>Eddi|zuHause, PR :)
12:23<_dp_>plz don't make broken authorities even more broken :p
12:23<Eddi|zuHause>where the discussion would be open on whether that threshold would be lower or higher than for building stations, demolishing houses, etc.
12:24<Eddi|zuHause>_dp_: on a separate but related discussion, the permissive difficulty option should probably be more permissive
12:24<_dp_>Eddi|zuHause, yeah, just an option to disable it completely
12:24<planetmaker>what actually is needed is a cheat setting which allows to ignore local authority when building stations
12:24<_dp_>magic bulldozer works perfectly for that but it's not something normal servers can use
12:25<Eddi|zuHause>the whole town authority feature needs a complete rebalance
12:25<_dp_>planetmaker, yeah, that'll work too
12:25<Eddi|zuHause>maybe also incorporate the currently very separate noise limit
12:25<_dp_>basically, split magic bulldozer into separate cheats
12:25<Eddi|zuHause>yeah, the magic bulldozer is too broad in scope
12:26<planetmaker>I think it's a setting you cannot even enable via rcon. Not sure anymore though
12:26<Eddi|zuHause>you can't enable cheats in multiplayer
12:27<Eddi|zuHause>cheat must be enabled in single player and then loaded as savegame
12:27<_dp_>just make cheats into regular settings :p
12:28<_dp_>why do they even exist as a separate entity?
12:28<planetmaker>well, yes. Except to trigger the "cheated" indicator
12:28<planetmaker>historical raisins
12:28<@peter1138>Disable local authority would be good for sandbox games.
12:28<planetmaker>that's also why we have game options and settings. Which also is somewhat stupid
12:29<@peter1138>It should be possible to have settings that trigger cheat flags.
12:29<planetmaker>yep. That's no principle issue, I guess
12:29<@peter1138>But actually, who even cares about cheats?
12:29<Eddi|zuHause>lots of people, i think :)
12:29<planetmaker>Actually the cheats are already in the settings meanwhile... I think
12:29<@peter1138>Who ever looks at the highscores?
12:29<_dp_>planetmaker, game options is just a different gui so it's kinda ok
12:30<planetmaker>_dp_, exactly. and the question is: why?
12:30<Eddi|zuHause>there's still a psychological barrier when you call something a cheat
12:30<@peter1138>(I'm guessing not many, because the highscore screen is broken with 2x gui zoom)
12:30<planetmaker>what makes "drive on right-hand-side" different from "amount of industries"
12:30<@peter1138>planetmaker, that particular one should not be there, agreed
12:30<@peter1138>but the others are fine. Resolution, etc.
12:30<@peter1138>resolution language...
12:30<Eddi|zuHause>the highscore system has always been "broken" (in the andythenorth sense)
12:31<_dp_>planetmaker, its good to have at least one sane gui for settings xD
12:31<planetmaker>it wouldn't hurt to have UI-tab and add the options there where appropriate
12:31<@peter1138>I dislike that the settings gui, even on experted superadvanced mode, doesn't actually list all settings.
12:31<Eddi|zuHause>we had a tabbed setting window once
12:32<@peter1138>So implement tabs.
12:32<Eddi|zuHause>and then tree views were all the rage
12:32<Eddi|zuHause>so the tabs were removed
12:32<@peter1138>Top level trees can be tabs easily.
12:32<@peter1138>Eddi|zuHause, tabs were removed because the UI didn't handle dynamic stuff.
12:32<@peter1138>I'm pretty sure our UI can do that now.
12:32<planetmaker>tab or tree... I don't mind so much
12:33<planetmaker>tabs indeed were a hell of an UI code
12:33<@peter1138>Tabs would be much better for UI.
12:33<Eddi|zuHause>make it a game setting to prefer tabs or trees :p
12:33<Samu>back
12:33<planetmaker>then newgrfs would be another tab
12:33<planetmaker>ai yet another
12:33<planetmaker>and gs a 3rd
12:34<@peter1138>Maybe, but those are totally different UIs.
12:34<planetmaker>yes. Which is... strange
12:34<@peter1138>What?
12:34<Eddi|zuHause>that would maybe declutter the main menu?
12:34<planetmaker>when configuring a new map / game, you have to go through like 5 different GUIs
12:34<planetmaker>which are all not related
12:34<Samu>from my observations, 1st tick: ontick_companies sends a command to start a new company that is queued, delayed one tick.
12:34<Samu>2nd tick happens: execute network commands
12:34<@peter1138>Yes, but things like newgrf config can't really be expressed in the same format as advanced settings.
12:35<Samu>start a new company is re-checked again
12:35<Eddi|zuHause>the new game window also needs a rework
12:35<planetmaker>options, ai, newgrf, settings. and then the actual newgame
12:35<Samu>and then it is started on every client
12:35<Eddi|zuHause>to not hide the relevant settings
12:35<Samu>still on the 2nd tick: ontick_companies sends another command to start a new company, also queued
12:35<Eddi|zuHause>but also not be overloaded
12:35<planetmaker>peter1138, no, not the same format. the newgrf window is good as-is
12:35<Samu>it is sent to the queue again
12:35<planetmaker>the ai / script window is not bad either (but looks less nice compared to newgrf imho)
12:35<@peter1138>16:34 <@peter1138> Maybe, but those are totally different UIs.
12:35<@peter1138>16:34 < planetmaker> yes. Which is... strange
12:36<Samu>on the 3rd tick: executing network commands decides that this command needs yet another tick
12:36<@peter1138>planetmaker, they HAVE to be different UIs. It's not strange.
12:36<Eddi|zuHause>peter1138: i think what maybe works, if the current newgrf window was made into a tab of the settings window (keeping the current layout)
12:36<Samu>and still on the 3rd tick, ontick_companies sends yet another command to start a new company
12:36<Samu>but this time, GetNumCompany Items is "outdated"
12:36<planetmaker>I think it would need a "create new map" button on main screen. And then the rest follows. Possibly as tabs
12:36<@peter1138>Eddi|zuHause, yes, that could work, but it's still a different UI.
12:37<planetmaker>And it wouldn't hurt to simply use the available screen real-estate
12:37<@peter1138>Maybe planetmaker thought I meant "window" instead of UI./
12:37<@peter1138>I like the face you get the 4 terrain options on the main screen for no reason :p
12:37<@peter1138>*fact
12:37<planetmaker>they all have a totally different look&feel. That's what I meant with 'strange'
12:37<Samu>the test mode before it's queued will say: "yes, you can start a company"
12:37<Samu>so the command doesn't get an error, and it's queued
12:38<Eddi|zuHause>peter1138: they have a use, if you know the Ctrl+Click kickstart feature :p
12:38<Samu>on the 4th tick, the command that was queued on the 2nd tick is finally executed
12:38<@peter1138>Samu, so none of your changes will work.
12:38<@peter1138>Eddi|zuHause, ...
12:38<@peter1138>Eddi|zuHause, ... ... ..
12:38<@peter1138>I didn't.
12:38<Eddi|zuHause>(the default assumption should be, that practically nobody knows any ctrl+click feature)
12:38<Samu>it will
12:38<planetmaker>:-O?
12:38<Samu>the execution will do the test again, it will have to pass my added checkings
12:39<planetmaker>it's handy for the quick-start. Re-using existing settings
12:39<planetmaker>but... arguably it can be re-arranged to something more meaningful
12:39<Samu>and it will fail there
12:39<Samu>if it has to fail of course
12:39<planetmaker>Like configurable config-shortcuts for new games
12:39<Eddi|zuHause>we had a discussion about the buttons last time we redesigned the main menu, and the decision was to keep them because they look nice
12:40<planetmaker>yep
12:40<planetmaker>it looks bland without them
12:41<@peter1138>Samu, ah, of course, so it's ... test -> queue -> send to all clients -> exec (local and clients)
12:41<Samu>yes
12:42<@peter1138>And max_companies is not synced from server to client, I presume.
12:42<Samu>it's _settings_client, so i assumed that
12:52<@peter1138>Ok. Then carry on, send it in p2.
12:53<@peter1138>It's dirty, so will need an explanation ("server's max_companies is not synced to clients, so must be explicitly provided" or something)
12:55<Samu>erm, yes, that too, but main issue is GetNumItems() not being in sync
12:56<@peter1138>It will be in sync in the EXEC call, won't it?
12:56<@peter1138>DC_EXEC
12:56<Samu>yes
12:56<@peter1138>Hmm.
12:56<@peter1138>So ...?
12:57<Samu>getnum items and num of AIs too
12:57<Samu>server's max_companies is only there because
12:57<Samu>it's a client setting
12:58<Samu>must exec the command as it was set in the server
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12:58<Samu>not as it's set in the client
12:58<@peter1138>What?
12:58<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ
12:58<@peter1138>Which setting?
12:59<Samu>_settings_client.network.max_companies
12:59<@peter1138>Yes.
12:59<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7051: Feature: Moveable depots #6328 https://git.io/fhnug
12:59<Samu>_settings_game.difficulty.max_no_competitors
12:59<@peter1138>But you send it in p2 so that's not important any more.
12:59<Eddi|zuHause>should i have typed "make" before push?
12:59<Samu>this one is a game setting, so it's already synced, isn't it?
12:59<@peter1138>Samu, are you doing that thing where you aren't actually reading everything I write?
12:59<Samu>I'm reading
12:59<@peter1138>Eddi|zuHause, make regression in git-hooks push
13:00<_dp_>there is _network_server_max_companies btw
13:00<_dp_>why is in in client settings though?
13:00<@peter1138>because it's not a game setting. apparently.
13:01<Eddi|zuHause>huh... it commited weird stuff...
13:02<Eddi|zuHause>ah, i forgot a conflict
13:03<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7051: Feature: Moveable depots #6328 https://git.io/fhnug
13:04<Eddi|zuHause>ok... now this one is weird...
13:05<Samu>Company::GetNumItems() in exec mode may not match the value it was in test mode before queue
13:05<_dp_>peter1138, I guess nobody bothered separating NetworkSettings into server-only and common ones
13:06<Eddi|zuHause>ok, i think i failed on that conflict
13:06<Eddi|zuHause>need to redo that
13:06<Samu>line 598 versus line 880
13:07<Samu>that's not the value I'm passing around in p2
13:08<Samu>is it confusing?
13:12<Samu>execution order: 1st tick: test command, queue command
13:13<Samu>2nd tick: decide whether to execute queued commands or delay execution by another tick.
13:14<Eddi|zuHause>so... the "show signs" part needs rewriting with the kdtree stuff
13:14<Samu>then the cycle repeats
13:15<Samu>GetNumItems() on test is 0, GetNumItems() on execute queued command is 0, company then is created and becomes 1
13:15<Samu>next cycle: GetNumItems() on test is 1
13:16<Samu>assuming the command was delayed
13:17<Samu>GetNumItems() remains 1 before the next cycle starts
13:18<Samu>if max_companies was set to 2, then GetNumItems(), 1 <= 2 would pass, and gets queued
13:18<Samu>or actually 1 >= 2
13:18<Samu>or whatever, im bad with booleans
13:19<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7051: Feature: Moveable depots #6328 https://git.io/fjf5i
13:19<Eddi|zuHause>i don't think i'll be doing this...
13:24<Samu>adding a comment to line 610
13:24<Samu>server's max_companies is not synced to clients, so must be explicitly provided
13:24<Samu>even though that's not the main issue at hand
13:32<Samu> /* In a network, during execution of network commands, the number of companies
13:32<Samu> * may not be the same as they were before the command was first queued. */
13:32<Samu>good english?
13:32<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7051: Feature: Moveable depots #6328 https://git.io/fhnug
13:32<Samu>probably repetitive
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13:32<Eddi|zuHause>it should compile now, but it probably should be rewritten to use the kdtree
13:33<Eddi|zuHause>... and i'm definitely the wrong person for that
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13:43<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7376: Fix 001257d: Enforce the max_no_competitors and network.max_companies test before creating an AI company in multiplayer. https://git.io/fjvY8
13:49<Samu>erm, a comment still needs edit
13:53<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7376: Fix 001257d: Enforce the max_no_competitors and network.max_companies test before creating an AI company in multiplayer. https://git.io/fjvY8
13:54<Samu>alright, you may review no
13:54<Samu>w
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13:58<@peter1138>Oh. Damn. Tooltip bug :/
13:58<andythenorth>oof
14:02<@peter1138>Think I've got it :)
14:06<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7395: Fix 4da83d2f66: Remove measurement tooltips when completed. https://git.io/fjfdz
14:11<Eddi|zuHause>did the CI not trigger?
14:11<Eddi|zuHause>(on my last push)
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14:15<@peter1138>Same error
14:15<@peter1138>Unable to retrieve file content for path /azure-pipelines-ci.yml from repository self using ref refs/heads/master and commit c1cf5e4d129c59609d9e03975e6252a3d9d69583: Internal Server Error
14:15<@peter1138>Oops, that was in the wrong window :-)
14:17<@peter1138>(This is the correct window)
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14:21<+glx>I don't get where this commit ID comes from
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14:23<@peter1138>Eddi|zuHause, I've queued yours.
14:24<@peter1138>glx, yeah, it's not my repo.
14:25<@peter1138>...
14:25<@peter1138>not *in* my repo./
14:32<@peter1138>What's more intuitive for a colour picker, RGB, HSL or HSV?
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14:33<+glx>requeued SDL2 PR too as it failed for the same reason
14:35<nnyby>thx. wish i could reproduce this problem that stormcone is having with that branch.. -_-
14:45<TrueBrain>"Internal Server Error" <- seems GitHub is having a hard day again :D
14:49<planetmaker>how do I trigger 7395?
14:50<@peter1138>queue "refs/pull/7395/head". I already did it though.
14:50<planetmaker>I meant the error it fixes
14:50<planetmaker>:)
14:50<@peter1138>Oh. lol.
14:50<@peter1138>Um, enable measurement tooltips, build something (bridge, road, etc)
14:50<@peter1138>The tooltip will not be removed.
14:51<planetmaker>hm... how / where do I enable that? :D settings?
14:51<@peter1138>Should've been simple for me to test but I was too focused on the cancel case.
14:51<@peter1138>Advanced Expert Settings most likely.
14:51<+glx>if you're lucky it's available in GUI
14:51<@peter1138>(Too many settings are expert, imho)
14:53<planetmaker>it is in settings, yes (show a measurement tooltip when using various buidl-tools). And enabled... and
14:54<planetmaker>... it doesn't remain for me
14:55<+glx>maybe depends on tooltip settings, click or hover
14:56<@peter1138>Possibly.
14:56<planetmaker>I've right-click
14:56<@peter1138>Which tooL? :D
14:57<planetmaker>right-click for tooltips :P
14:57<@peter1138>Err?
14:57<@peter1138>It's the measurement tooltip that sticks, not the tooltip in settings :p
14:57<planetmaker>the size of e.g. the dragged area, yes?
14:57<planetmaker>*size indicator
14:57<@peter1138>Yup
14:58<planetmaker>cannot reproduce
14:58<@peter1138>So which tool?
14:58<planetmaker>rail, road, station, level land
14:58<planetmaker>bridge
14:59<@peter1138>What revision are you testing?
14:59<planetmaker>I've a beta3 here currently...
14:59<@peter1138>o_O
15:00<@peter1138>So this PR fixes an issue introduced in 4da83d2f66
15:00<planetmaker>oh, that's later :P
15:00<@peter1138>Which was committed to master... yesterday.
15:00<planetmaker>ha! sorry
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15:01<andythenorth>peter1138: crayons!
15:01<andythenorth>https://tcn.tidbits.com/wp-content/uploads/2017/09/Color-Picker-all-pickers-1024x335.jpg
15:02<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker approved pull request #7395: Fix 4da83d2f66: Remove measurement tooltips when completed. https://git.io/fjfFu
15:03<planetmaker>how surprisingly, I can repro it with the right versions :P
15:03<andythenorth>planetmaker: so we need to do the 16-cargo nml docs
15:05<planetmaker>please, yes. However that commit disabled any fast possibility for nmlc windows binaries in its requirement for py3.5
15:05<planetmaker>unless I get py3.6 installed in wine which... is an interesting endeavour
15:05<planetmaker>so I shall focus on that
15:05<andythenorth>do we need windows binaries?
15:06<planetmaker>you and me: no. if we want people to use it: probably
15:06<andythenorth>so yes
15:06<Eddi|zuHause>why do we even need wine for that?!?
15:06<Eddi|zuHause>i never understood
15:06<planetmaker>Eddi|zuHause, because I have no windows VM running to build it
15:06<@LordAro>planetmaker: clearly should use the existing OTTD Azure Pipelines infrastructure ;)
15:07<planetmaker>and cross-compiling python code into a windows exe did not exactly work well, either
15:07<planetmaker>LordAro, yes. Please! :P
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15:07<@LordAro>well, s/existing OTTD// s/infrastructure//
15:07<@LordAro>i imagine there's not a lot of overlap
15:07<Eddi|zuHause>planetmaker: surely the python needs not actually be compiled, just take an existing windows binary and repacked?!?
15:08<@LordAro>Eddi|zuHause: depends on whether you want to make an executable
15:08<planetmaker>surely that is all easy
15:08<@LordAro>and isn't there a compiled part as well?
15:08<planetmaker>surpringly no-one did it differently
15:08<planetmaker>yes, there are
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15:09<planetmaker>I more than a week in an attempt to cross-compile it on linux. Didn't work
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15:10<planetmaker>cx_freeze is a ... mess :P
15:11<@LordAro>https://github.com/python/cpython/tree/master/.azure-pipelines maybe actual pthon might give a clue on how to do AP?
15:11<@LordAro>https://github.com/python/cpython/blob/master/PCbuild/build.bat hmm, maybe not
15:11<@LordAro>given that's all msbuild & VS projects stuff
15:12<@LordAro>https://docs.microsoft.com/en-us/azure/devops/pipelines/languages/python?view=azure-devops that's probably more useful
15:12<planetmaker>that might all work. But I have to learn all that stuff. Basically from scratch. So yes, it likely works. Likely works even better. But not quickly when I am to implement it
15:12<@LordAro>somehow convince TB to do it for you :p
15:13<@LordAro>i'm sure he's not busy
15:13<planetmaker>lol
15:14<planetmaker>however yes, thank you. Indeed that *is* where I eventually want to go with nml building
15:14<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7395: Fix 4da83d2f66: Remove measurement tooltips when completed. https://git.io/fjfdz
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15:16<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7392: Fix #7391, 9b99b95: Don't invalidate go to depot orders of non-aircra… https://git.io/fjfwH
15:16<DorpsGek_II>[OpenTTD/OpenTTD] LordAro closed issue #7391: Invalidating wrong orders https://git.io/fjf2Q
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15:17<planetmaker>quak :)
15:17<frosch123>moo
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15:23<@LordAro>RC2 this weekend?
15:24<@LordAro>planetmaker: mild poke about OGFX update
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15:24<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7385: Fix: NewGRF feature cleanup. https://git.io/fjfFH
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15:25<planetmaker>LordAro, mild hint to check bananas and tt-f :P
15:25<@LordAro>:o
15:26<@LordAro>well ok then, i shall disregard :)
15:26<@peter1138>Did we get further with importing OpenGFX to github and making it officially supported?
15:26<frosch123>LordAro: TrueBrain: https://www.openttd.org/downloads/opengfx-releases/latest.html <- i think that one is used by the installer, so it should also get 0.5.5
15:27<planetmaker>peter1138, not yet. I'll need to convert the repo by hand.
15:27<@peter1138>:(
15:27<planetmaker>github refuses to auto-import it
15:27<@peter1138>frosch123, didn't you have a script to fix up bad hg repos?
15:27<planetmaker>I tried today again with different repo servers
15:27<frosch123>yes, i have the script
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15:28<@peter1138>Hmm, will OpenGFX 0.5.5 work in OpenTTD 1.8.0?
15:28<planetmaker>yes
15:28<@peter1138>Cool :D
15:28<planetmaker>openttd will graciously ignore superfluous gui sprites
15:28<@peter1138>Ok.
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15:31<TrueBrain>frosch123: so OpenGFX is updated with the missing sprites? Cool; I will make them available for the installer next weekend :)
15:31<planetmaker>great
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15:32<planetmaker>frosch123, can you link me the fixup-hg-repo script?
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15:32<frosch123>hmm, opengfx has no committer starting with Z :p
15:33<planetmaker>yes... foobar and me. mostly
15:33<@LordAro>did Z ever use VCS? i'm not sure he had any commits on FreeRCT either
15:34<planetmaker>hm... I think so. But I am not sure
15:35<planetmaker>brb
15:35<frosch123>opengfx git conversion seems to have worked fine
15:35<frosch123>will take some hours to push :p
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15:45<planetmaker>I'll need it for some other repos as well, I guess.
15:45<frosch123>just list them
15:45<frosch123>my upload bandwidth is the limit :p
15:45<frosch123>so, yeti/nuts would take ages
15:45<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7385: Fix: NewGRF feature cleanup. https://git.io/fjfbq
15:45<planetmaker>I don't know which... some from devzone
15:45<planetmaker>is it a complex script?
15:46<planetmaker>those which refuse to be auto-converted
15:46<@LordAro>frosch123: should've checked them out on a server somewhere :p
15:46<frosch123>no, the hardest part is to add a few authors to the authormapping every now and then
15:46<frosch123>and then validate the thing
15:46<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7385: Fix: NewGRF feature cleanup. https://git.io/fjfbY
15:46<frosch123>like this time: ammler made a hg bookmark, which the script did not detect as branch
15:46<frosch123>so i added the branch manually
15:47<frosch123>LordAro: i think andy suggested to put the script on devzone
15:47<planetmaker>the... nogfx or the nml2nfo one?
15:47<frosch123>nml2nfo
15:47<frosch123>was just a git checkout + git checkout -b to fix
15:47<@LordAro>nogfx would be good to have just for OTTD's regression purposes
15:47<frosch123>probably could have been done with a single git branch :p
15:48<frosch123>LordAro: disable the original mapgen when no baseset is present :)
15:48<planetmaker>it's quick to generate and compile: every sprite is a black pixel :)
15:48<frosch123>or remove it :p
15:49<frosch123>ogfx is 1/5 the size of firs :p
15:49<planetmaker>except those 4(?) sprites indeed. I think they're in nogfx
15:49<planetmaker>and... tiny compared to some 32bpp sets
15:52<planetmaker>seems I have returned today a perfectly fine graphics card :| Also with the replacement my PC doesn't even reach bios
15:54<planetmaker>though... I tested it with 2 other PC before returning :|
15:54<frosch123>https://github.com/frosch123/OpenGFX <- where do you want to have it?
15:54<planetmaker>what about https://github.com/OpenTTD/OpenGFX ?
15:55<frosch123>ok, so not coop?
15:55<planetmaker>I think this is one essential for OpenTTD
15:55<@LordAro>i agree
15:55<planetmaker>we ship it, so it can be here
15:55<@LordAro>given it was a sticking point for 1.0
15:56<frosch123>oh, it already exists
15:56<frosch123>need to delete first :p
15:57<planetmaker>can one use import?
15:57<@LordAro>since you're doing that, might want to consider importing existing issues?
15:58<planetmaker>and OpenSFX/OpenMSX? :P
15:58<@LordAro>i wouldn't say no
15:59<frosch123>https://github.com/OpenTTD/OpenGFX <- you will have to rewatch
15:59<planetmaker>:)
15:59<frosch123>i also have no idea how the branch permission stuff works, or if we care
16:00<frosch123>so, sfx and msx next?
16:00<@LordAro>"PHP 18.3%" really?
16:00<frosch123>btw. OpenGFX is apparently written in javascript
16:00<@LordAro>there's a fair bit on extra/ttd-box-editor
16:00<@LordAro>whatever that is
16:01<frosch123>yeah, never saw that
16:02<@peter1138>So...
16:02<@peter1138>While I've been making dinner, frosch123 has managed to import OpenGFX? :D :D
16:07<@peter1138>frosch123, but yeah, sfx and msx would be good.
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16:11<frosch123>tiny repositories
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16:16<frosch123>feel free to watch sfx+msx
16:16<frosch123>well, and to also setup other permissions :p
16:19<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] closed issue #3848: Orders: different STR_ORDER_GO_TO for each transport type https://git.io/fjfb6
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16:25<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7249: The currently selected base graphics set is missing 4 sprites. This is despite having the latest OpenGFX 0.5.2. https://git.io/fjfb1
16:30<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on issue #7249: The currently selected base graphics set is missing 4 sprites. This is despite having the latest OpenGFX 0.5.2. https://git.io/fjfbH
16:32<planetmaker>"To answer your other question - many of the devs, being old and ancient, still prefer (and use) the original TTD graphics set, which by definition cannot have any missing sprites" <-- that's not true. It simply is maintained *inside* OpenTTD repo itself
16:32<planetmaker>^^ @ LordAro
16:33<@LordAro>fixed
16:34<@peter1138>Still wrong.
16:34<@peter1138>The *extra* graphics for original TTD are maintained by us.
16:34<@LordAro>well, you fix it then
16:34<@LordAro>:p
16:35<@LordAro>(actually fixed)
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16:36<andythenorth>LordAro: can you fix any of this? https://wiki.openttd.org/Development
16:37<andythenorth>I tried, but the formatting exploded, so I reverted and quit
16:39<@LordAro>will look
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16:45<Wolf01>o/
16:45<Samu>why isn't 7376 tagged with 'backport requested'?
16:45<Samu>just wondering
16:46<Samu>starting instant ais is a new feature in 1.9
16:46<@LordAro>hmm, probably should be
16:48<@peter1138>I still don't see why the enforcement should be optional.
16:50<@LordAro>i get why you'd want to override it when starting AI via command
16:50<@LordAro>but other than that, shouldn't be optional
16:51<+glx>but when starting AI via command I guess you can also change the setting
16:51<@LordAro>hmm, true
16:51<@LordAro>as long as it errors appropriately, rather than silently failing
16:53<DorpsGek_II>[OpenTTD/OpenTTD] PeterN merged pull request #7385: Fix: NewGRF feature cleanup. https://git.io/fjvas
16:54<@peter1138>Right. GUI stuff.
17:01<@peter1138>Do we have a widget type for something that's custo...
17:01<@peter1138>WWT_EMPTY. Yes.
17:14<DorpsGek_II>[OpenTTD/OpenTTD] LordAro requested changes for pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjfNn
17:15<@LordAro>"Conversation: 124"
17:15<@LordAro>nice.
17:17<@peter1138>STREAMING TIME
17:18<@peter1138>Well, that messed up :/
17:20<andythenorth>OOF
17:21<@peter1138>Wtf, it was working a second ago :(
17:23<@peter1138>Um
17:23<@peter1138>Still bad.
17:23<@peter1138>Hmm.
17:41<@peter1138>Oh. Redundant.
17:43<@LordAro>andythenorth: how'a that?
17:43<@LordAro>s/a/s/
17:49<andythenorth>LordAro: much clearer formatting
17:49<andythenorth>fix the links next? o_O
17:50<@LordAro>andythenorth: yeah, i thought about doing that at the same time
17:50<@LordAro>then didn't
17:50<andythenorth>one thing at a time
17:51<DorpsGek_II>[OpenTTD/nml] planetmaker opened pull request #25: Change: [DevZone] Temporarily disable building windows exe so that we… https://git.io/fjfAk
17:51<andythenorth>Eddi|zuHause: how long did a CETS compile used to take?
17:51<Eddi|zuHause>andythenorth: about 5 minutes? no clue
17:51<planetmaker>so... do I approve my own PR?
17:53*andythenorth looks
17:54<planetmaker>I tested by hacking on the devzone server. it should work then
17:54<andythenorth>I can't approve it
17:54<andythenorth>so eh
17:54<andythenorth>nml development :P
17:54<andythenorth>all fucked up eh :)
17:54<planetmaker>nah, not really
17:54<Eddi|zuHause>planetmaker: why is it even pythonw.exe, and not python.exe?
17:54<planetmaker>but I created 1.5x wine environments and am too tired to continue today
17:55<planetmaker>because reasons
17:55<planetmaker>for 3.2/3.3 that was the 'real' binary, and python.exe was some kind of wrapper
17:55<Supercheese>hysterical raisins
17:56<@peter1138>planetmaker, approvals aren't turned on, so nobody can approve it.
17:56<Eddi|zuHause>planetmaker: also, when i tried looking through the eddi-nml build logs, it mentioned python27. no clue where that came from
17:56<planetmaker>Eddi|zuHause, that comes from a time when nml was python2.7. And not like today python3
17:56<Eddi|zuHause>because i certainly didn't touch that...
17:57<planetmaker>as such: py2.7 builds are even older
17:58<DorpsGek_II>[OpenTTD/nml] planetmaker merged pull request #25: Change: [DevZone] Temporarily disable building windows exe so that we… https://git.io/fjfAk
17:58<planetmaker>right, then I merge it myself
17:59<Eddi|zuHause>anyway, i think azure pipelines is the way to go for the windows binaries?
17:59<planetmaker>not only those
17:59<Eddi|zuHause>not that i could help with that, really
18:00<planetmaker>but I want *something* working till that's done. I'm not a fan of "oh, it's all broken and we have nothing to offer till <whenever> it is fixed"
18:00<planetmaker>I prefer the approach to keep the old stuff working and kill it when the new works. Not vice versa
18:00<planetmaker>Even when most things had been done the reverse with the github migration
18:01<andythenorth>I would have approved it, but I can't find the approve button
18:01<andythenorth>GH is sometimes mysterious
18:01<Eddi|zuHause>andythenorth: there isn't an approve button if nobody enabled approvals
18:01<andythenorth>mumble mumble
18:01<@LordAro>andythenorth: links updated
18:02<andythenorth>TB said we have done nml repo all wrong
18:02<Eddi|zuHause>you probably did :p
18:02<Eddi|zuHause>"python Minimal version is 3.2. Python 2 is not supported." <-- that line needs to be updated in the readme?
18:02<andythenorth>you could fix it Eddi|zuHause !
18:02<andythenorth>does anyone know what 'right' is?
18:03<andythenorth>I asked for a list, but got lolzed at
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18:03<andythenorth>LordAro: better, if I make a few tweaks, will it conflict with you?
18:04<@LordAro>andythenorth: probably not
18:05<Samu>damn patch of exile is patching
18:05*LordAro deletes "Recent and Current Developments" from the face of the Earth
18:05<@LordAro>given "recent" was "before 0.5"
18:06<DorpsGek_II>[OpenTTD/nml] Eddi-z commented on pull request #21: Eddi-nml branch for ActionC support https://git.io/fjfAO
18:06<andythenorth>good :)
18:06<andythenorth>this is linked, not sure it's useful
18:06<andythenorth>https://wiki.openttd.org/Patch_Checklist
18:06<andythenorth>but nor is it obviously trash
18:07<@LordAro>could probably be replaced by a pull request template on GH
18:07<andythenorth>I like this :) https://wiki.openttd.org/To_do_for_releases
18:07<andythenorth>I am going to vandalise it
18:07<andythenorth>"Send andythenorth $200 on paypal"
18:07<@peter1138>Well that took too long to get working.
18:08<andythenorth>I hope we do all this for 1.9 :) https://wiki.openttd.org/To_do_for_releases
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18:10<Eddi|zuHause>hm, if i have local changes, and want to commit them to not-the-head revision, how do i do that?
18:11<@LordAro>commit, then rebase
18:11<@peter1138>Have I got enough colours?
18:11<andythenorth>I closed twitch
18:11<andythenorth>should I reopen it :P
18:11<@peter1138>Yes, sorry I was being tedious :(
18:12<andythenorth>loads of colours!
18:12<Eddi|zuHause>how do i remember how to copy-paste in vim?
18:12<Eddi|zuHause>have to look it up every single time
18:12<@LordAro>practice :p
18:12<andythenorth>peter1138: how do I pick just one? :D
18:13<@peter1138>Well
18:13<@peter1138>RAINBOW
18:13<andythenorth>back in 5 mins, after twitch ads :P
18:13<@peter1138>I think OnTimeout is wrong.
18:14<DorpsGek_II>[OpenTTD/nml] Eddi-z updated pull request #21: Eddi-nml branch for ActionC support https://git.io/fhpED
18:14<andythenorth>I wish I could delete those ships from bananas
18:14<andythenorth>so bad
18:14<andythenorth>peter1138: you need preset for official BR Blue of course :P
18:17<@peter1138>Hah
18:17<@peter1138>I was just wondering about presets :p
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18:17<andythenorth>newgrf colours!
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18:17<@peter1138>Pfft
18:18<@peter1138>I almost did that for 8bpp colours.
18:18<@peter1138>But... why bother if RGB exist?
18:18<Eddi|zuHause>let users post colours on bananas?
18:18<@peter1138>Ooh, dead lock :D
18:18<@peter1138>Well.
18:18<andythenorth>can we abuse this for night mode then? :P
18:18<@peter1138>Maybe I should have a text box for hex codes.
18:19<@peter1138>Night mode? Erm.
18:19<Eddi|zuHause>andythenorth: night mode still needs overlays and shaders for lights
18:19<Eddi|zuHause>night mode without lights is just dull mode
18:19<@peter1138>Maybe those unused purple pixels can be use for lights.
18:19<andythenorth>drawing newgrf will be much easier though
18:19<andythenorth>no need to bother
18:19<@peter1138>And shaders aren't needed for lights.
18:19<andythenorth>just black cubes
18:19<Eddi|zuHause>peter1138: but... glow!
18:20<@peter1138>You can do that without shaders.
18:20<Eddi|zuHause>a light isn't just a brighter pixel
18:20<@peter1138>Shaders are definitely a thing which isn't going to happen.
18:21<andythenorth>o_O
18:21<@peter1138>1.9 million signatures...
18:21<Eddi|zuHause>peter1138: but that is just a byproduct of going 3D!!!
18:21<milek7>raytracing!
18:21<@LordAro>still got to double its count until it exceeds the previous one
18:22<@peter1138>RTX ON
18:22<andythenorth>oh the originaly base set grass :(
18:22<andythenorth>uses window purple
18:22<andythenorth>oof
18:22<Eddi|zuHause>what are we signaturing this time?
18:22<Eddi|zuHause>article 13 still happening?
18:23<@LordAro>nah, the other article
18:23<Eddi|zuHause>11?
18:23<@LordAro>higher
18:23<Eddi|zuHause>then i don't know
18:23<@peter1138>Ok so presets?
18:25<andythenorth>https://dev.openttdcoop.org/attachments/download/9345/night-mode.png
18:26<andythenorth>meh
18:26<andythenorth>I'm not drawing separate layers for night mode, that's daft
18:26<andythenorth>I didn't even finish snow yet
18:26*LordAro waves https://files.gitter.im/OpenRCT2/OpenRCT2/bBso/blob in front of people
18:27<@peter1138>Nasty colours.
18:27<@peter1138>And that's just the Windows theme ;)
18:27<@peter1138>How many presets?
18:28<Eddi|zuHause>16. just to annoy people :p
18:28<@peter1138>:D
18:28<@peter1138>Hmm, can we have array settings?
18:28<Eddi|zuHause>i think so?
18:29<Eddi|zuHause>yapf.route_mode_cost_factor = 4,2,1,8
18:30<Eddi|zuHause>custom_2 = 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 (in [music])
18:32<@peter1138>How black.
18:33<@peter1138>Hmm, bug.
18:34<@peter1138>Woo dayglo
18:35<Eddi|zuHause>ok... so i don't understand how they go back and forth with these brexit extensions... they should just go "ok, you tried with the parliament thing, it didn't work. either you brexit hard now, or you get 2 years and organize another referendum"
18:35<@peter1138>Let's see
18:35<andythenorth>oh dear :)
18:35<@peter1138>Old RGB window... ^ ugly
18:35<@peter1138>Also, hard to actually choose a colour.
18:36<andythenorth> /me -> sleeps
18:36<@peter1138>SDTC_LIST
18:36<@peter1138>Hmm
18:39<Eddi|zuHause>how would i time how long individual steps inside make take?
18:40<Eddi|zuHause>grfcodec taking a significant amount of this
18:40<Eddi|zuHause>and spams me with a million sRGB warnings
18:40<Eddi|zuHause>real 2m21,837s user 4m50,787s sys 0m12,716s
18:41<Eddi|zuHause>andythenorth: answer to above question
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18:49<Eddi|zuHause>-g <num> Version of the encoded container format (default 1, maximum 2) <-- should we change this default?
18:49<Eddi|zuHause>(grfcodec)
18:59<Eddi|zuHause>so of those 2:20 parallelized (or 4:50 unparallelized), 1:00 is spent in grfcodec, which can't be parallelized
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19:20<frosch123>changing the default would break ottd compilation
19:20<frosch123>last time obg generation did a plain md5sum
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19:45<@peter1138>Presets work, but there's no default :p
19:49<@peter1138>colour_presets = -1957633922,-1336168961,-1790426469,-1784986981,1451692562,0,0,2077322240,0,0,0,0,0,0,0,0
19:49<@peter1138>Hmm, exciting :p
19:50<Eddi|zuHause>better in HEX?
19:50<@peter1138>That's just how the settings system exports uint32s.
19:50<Eddi|zuHause>also, why are those 32bit numbers and not 24bit?
19:51<Eddi|zuHause>@base 10 16 -1957633922
19:51<@peter1138>Because there's an 8 bit contrast component.
19:51<@DorpsGek>Eddi|zuHause: -74AF1F82
19:51<Eddi|zuHause>that doesn't seem to know about 2-complement :p
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19:52<Eddi|zuHause>peter1138: i'd say exporting uint as signed is a bug.
19:53<@LordAro>^
19:53<@peter1138>Whatever, it's how the settings system works, not how the rgb company colours work.
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21:37<Eddi|zuHause>... i guess it just has never come up before
21:43<Eddi|zuHause>"/* Forward declare these; can't do 'struct X' in functions as older GCCs barf on that */" <-- and then it uses "struct X" in function headers anyway?
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22:00<Eddi|zuHause>"proc(ini, _settings, "patches", &_settings_newgame);" <-- that doesn't sound right
22:01<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7380: Feature: Multi-tile docks. https://git.io/fjv8j
22:03<Eddi|zuHause>"/* XXX - wtf is this?? (group override?) */" <-- now we're getting in deep :p
22:05<@peter1138>:-)
22:07<Eddi|zuHause>case SDT_INTLIST: <-- i think this is the place
22:08<@peter1138>Not really.
22:09<Eddi|zuHause>"case SDT_NUMX:" has a call to "IsSignedVarMemType"
22:09<Eddi|zuHause>SDT_INTLIST is missing that
22:09<@peter1138>MakeIntList
22:10<@peter1138>settings.cpp:277
22:10<Eddi|zuHause>yes
22:11<Eddi|zuHause>it's not checking for signedness at the seprintf line
22:11<Eddi|zuHause>unconditionally using %d there
22:11<@peter1138>v is also an int.
22:11<Eddi|zuHause>not %d/%u like with SDT_NUMX
22:12<Eddi|zuHause>that doesn't matter
22:19<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z opened pull request #7396: Fix: Saving SDT_INTLIST handle unsigned values properly https://git.io/fjfhC
22:20<Eddi|zuHause>i think that should work
22:30<@peter1138>Think?
22:30<Eddi|zuHause>well, i have no test case :)
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22:40<@peter1138>colour_presets = 2337333374,2958798335,2504540827,2509980315,1451692562,707801136,3640411317,2077322240,3636918595,3640253251,3633053951,2885685385,0,0,0,0
22:40<@peter1138>I mean, it works, but it's not exactly... better? :pp
22:40<Eddi|zuHause>well, but it's... correct
22:41<@peter1138>Also, loading doesn't working
22:41<@peter1138>Gets loaded as int.
22:41<Eddi|zuHause>i was trying to decipher loading
22:42<Eddi|zuHause>loading numbers has some special case for U32
22:42<Eddi|zuHause>same kind of special case needed for list, i guess
22:42<@peter1138>if (sizeof(int) < sizeof(long)) v = ClampToI32(v);
22:42<@peter1138>Hm
22:44<Eddi|zuHause>that function needs passing of the VarType
22:56<Eddi|zuHause>so in StringToVal it parses stuff with strtoul
23:01<Eddi|zuHause>i don't even see how that handles signed correctly, unless it's by accident
23:02<Eddi|zuHause>also, that function seems to be locale-dependent?
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23:09<Eddi|zuHause>do we want to use std::strtoull?
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23:11<Eddi|zuHause>or we just scrap the Clamp and hope it'll be alright?
23:16<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7396: Fix: Saving SDT_INTLIST handle unsigned values properly https://git.io/fjfhC
23:16<Eddi|zuHause>i'm completely unsure about that...
23:30-!-Samu [~Ricardo@pa4-84-91-142-34.netvisao.pt] has quit [Quit: Leaving]
23:38<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7396: Fix: Saving SDT_INTLIST handle unsigned values properly https://git.io/fjfhC
23:38<Eddi|zuHause>now i'm getting completely crazy
23:40<Eddi|zuHause>i think that one's incorrect
23:42<Eddi|zuHause>also, it's missing a file
23:43<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7396: Fix: Saving SDT_INTLIST handle unsigned values properly https://git.io/fjfhC
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---Logclosed Fri Mar 22 00:00:22 2019