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#openttd IRC Logs for 2019-04-14

---Logopened Sun Apr 14 00:00:56 2019
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02:44<andythenorth>142 identical spritesheet templates in Horse, twice
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02:44<andythenorth>wonder if conolidating makes it compile faster
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04:47<DorpsGek_II>[OpenTTD/website] TrueBrain commented on pull request #82: Discussion basis for rework of the general HTML structure and the CSS rules
04:50<DorpsGek_II>[OpenTTD/website] andythenorth commented on pull request #82: Discussion basis for rework of the general HTML structure and the CSS rules
04:52<TrueBrain>NML even reprocesses all the images
04:53<andythenorth>that's how it can detect white, animated pixels etc
04:53<andythenorth>compress the bounding boxes
04:58<TrueBrain>is there an example NML for houses?
04:59<DorpsGek_II>[OpenTTD/OpenTTD] YJSoft opened issue #7511: Strings not loaded correctly on CJK Windows version below RS5
05:01<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7511: Strings not loaded correctly on CJK Windows version below RS5
05:02<andythenorth>seems not
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05:12<Artea>how can Airports expire ?
05:15<Artea>no info on wiki
05:15<Artea>it is implemented ?
05:15<nielsm>you mean airport types become obsolete so you can't build the type any longer?
05:15<nielsm>that has always been in the game
05:15<Artea>that would be small airports
05:18<Artea>I wonder how many years needs to small airports expire
05:18<Artea>because last time I checked, 2070 and some years still have small airports
05:18<nielsm>modern small airports don't become obsolete
05:19<nielsm>the old small airport becomes obsolete at a specific year
05:20<Artea>I think most don't use old classic vehicles anymore
05:20<nielsm>what are you even talking about?
05:20<Artea>dont know
05:21<Artea>my brain is getting blank
05:22<nielsm>old small airport is until 1959
05:22<nielsm>modern small airport (commuter) becomes available in 1983
05:22<Artea>that's why we dont see in my server
05:22<nielsm>(is there really such a long gap with no small airports?)
05:22<Artea>my server starts at 1984
05:23<Artea>not just that
05:23<Artea>ships seems useless
05:23<Artea>at least now with FISH by andy
05:23<Artea>have more ships to choose
05:24<Artea>but still, speed bugs me
05:29<Artea>how can I get a full openttd.cfg ?
05:29<Artea>there is options on GUI I can't find in console / openttd.cfg in wiki
05:31<nielsm>all settings are described here:
05:31<nielsm>note that it's not "described" as in actual explanation of them
05:31<nielsm>but that's the file used to generate the code that reads and writes openttd.cfg
05:32<andythenorth>Artea: ships are a tradeoff
05:32<andythenorth>they are slow, but they have ~infinite capacity per tile
05:32<andythenorth>unlike other transport types
05:32<nielsm>and if you want to read the strings for name/description then look them up in english.txt:
05:36<andythenorth>Artea: if you want to fix silly airport dates, use OpenGFX+ Airports grf
05:38<Artea>already using in dedicated server
05:39<Artea>another thign
05:39<Artea>* thing
05:39<Artea>how to send money to other companies ?
05:39<nielsm>open the client list (companies button)
05:39<nielsm>and click the player controlling the company you want to send to
05:41<Artea>simple then
05:42<Artea>should have a button on company
05:43<Artea>now AroAI is going to pump up
05:43<Artea>changed number of road vehicles
05:44<TrueBrain>"Your code has been rated at 1.11/10"
05:44<TrueBrain>so mean :(
05:46<Artea>Small Seaplane Port
05:52<andythenorth>not many seaplanes :)
05:58<nielsm>hmm... the "can only be built near edges of the map" condition for oil refineries does not scale with map size
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05:58<nielsm> that is not "near the edge" on a 2kx4k map
06:12<Artea>2 airplanes made me pay my 700k euros loan
06:13<Artea>seems that is not
06:20<TrueBrain>okay, some initial version ..
06:20<TrueBrain>not sure what to think of it myself, but you have to start somewhere
06:21<TrueBrain>typing in Python is always a bit off
06:30*andythenorth reads
06:32<andythenorth>TrueBrain it makes complete sense conceptually
06:32*andythenorth must to go out for a bit
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06:36<TrueBrain>on top of that I also have some boilerplating to make type checkers happy btw
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07:32<DorpsGek_II>[OpenTTD/OpenTTD] Milek7 updated pull request #7510: Emscripten support
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08:05<TrueBrain>andythenorth: now you implement something in similar syntax yes yes? :P
08:07<milek7>why python? it is annoying for embedding
08:11<andythenorth>TrueBrain: eh what now? :)
08:11<andythenorth>do we have a repo? :P
08:11<TrueBrain>I just want to know what kind of ideas you would have
08:11<TrueBrain>to find out what is important and what is not
08:12<andythenorth>is it best if I just ignore all existing GS / newgrf possibilities (and limitations)?
08:12<TrueBrain>anything you would like to do that I currently didn't add in some form in the example, basically :)
08:13<andythenorth>yair ok
08:13<andythenorth>hmm the town probably needs to know if it has enough cheese
08:14*andythenorth will think
08:15<TrueBrain>made the gist a bit easier on the eye
08:19<TrueBrain>and updated again with some yumminess :)
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08:26<milek7>YUMMINESS is modified externally by others, or why does it needs to be loaded every time?
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08:26<TrueBrain>milek7: these Python objects are stateless
08:27<TrueBrain> <- updated, now handles registers more clean
08:28<milek7>it cannot be stateful? it'll be cumbersome to push all data through those load/store
08:28<Xaroth>I like the yumminess
08:32<milek7>or it is stateless because it still GRF in disguise?
08:32<TrueBrain>updated, better event system
08:34<TrueBrain>how far to go with GUI stuff .. hmm
08:35<Xaroth>alllll the way
08:39<TrueBrain>added first draft for client<->server communication
08:45<TrueBrain>bi-directional communication, including an if-case
08:48<andythenorth>- is there sufficient water in this town?
08:48<andythenorth>- is there natural gas under the ground in this town?
08:48<TrueBrain>is water per house?
08:48<TrueBrain>or per town?
08:48<TrueBrain>and if there is enough water, what then?
08:48<TrueBrain>and if there isn't, what then?
08:48<TrueBrain>don't make me do all the work plz
08:49<TrueBrain>open your editor, copy/paste my Python, and butcher it :P
08:49<andythenorth>I need someone to bounce ideas off, mine are like 30%
08:49<TrueBrain>I don't need ideas; I need to know if we canmake things look pretty and still workable ;)
08:49<andythenorth>watch some TV :)
08:49<andythenorth>where is Eddi|zuHause?
08:50<TrueBrain>Python type hinting suuuccckkkkssss
08:52<TrueBrain>okay, updated, this should work fine now
08:53<TrueBrain>that should allow enough freedom in GUI
08:55<andythenorth>all state is via registers?
08:55<TrueBrain>reload, now 'storage'
08:55<andythenorth>registers can have arbitrary contents?
08:55<andythenorth>lists etc?
08:55<andythenorth>storages :P
08:55<TrueBrain>no; primitives only
08:55<TrueBrain>at least .. the size has to be known
08:56<TrueBrain>owh, and it is persistent
08:56<TrueBrain>there is no 'temporary' one
08:58<TrueBrain>another update; you now have 'town.api' to talk via API
08:58<TrueBrain>I think this is more clear/readable now
09:01<andythenorth>yeah storage got clearer too
09:02<TrueBrain>so you have onEventNNN, which is triggered on event (async), you have onHookNNN, which is called to get a response (sync), you have NNN.api to call API functions, to store information, and some NNN.MMM to give access to things like parents
09:02<TrueBrain>owh, and onCommand for Server/Client
09:02<andythenorth>I am just going to make some crap up and you can lol at it
09:02<TrueBrain>please :)
09:03<milek7>why actions BRIBE/GROW is not just another event?
09:05<TrueBrain>I think this is an easier abstraction
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09:06<TrueBrain> <- but good point, made Actions dynamic
09:08<TrueBrain>and added purpose to the actions
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09:10<TrueBrain>and now you can disable it with a reason :D
09:12<TrueBrain>milek7: basically, actions are defined by the mod author; events are defined by the API
09:12<TrueBrain>but cleaned up actions some more
09:17<andythenorth>TrueBrain: I've put some random crap
09:17<andythenorth>I have more :P
09:17<TrueBrain>ty :)
09:17<TrueBrain>keep it coming
09:18<TrueBrain>I am fiddling to increase readability :D
09:18<Xaroth>you forgot a ', andythenorth.
09:18<andythenorth>oops :)
09:18<andythenorth>that won't compile
09:20<TrueBrain>I am copy/pasting it anyway :)
09:20<TrueBrain>what do you mean with onEventPeriodicLoop ?
09:21<TrueBrain>how does it differ from onTick?
09:22<+glx>less frequent
09:24<TrueBrain>okay, added a timer
09:26<TrueBrain>andythenorth: onEventGlobalIndustryCreation <- onEvent cannot return values
09:26<TrueBrain>so I guess you wanted a hook here, where you can prevert it?
09:28<TrueBrain>okay, most things are indeed easy to do .. the industry satisfaction level is a bit more tricky
09:28<TrueBrain>lets see ..
09:29<andythenorth>I made some assumptions about there being industry satisfaction levels, managed internally by the industry
09:29<andythenorth>and town can just read them
09:29<andythenorth>added a cargo demand function
09:30<andythenorth>also was this game known outside UK in 1980s?
09:31<TrueBrain> <- added your first example
09:31<TrueBrain>butchered industry thingy a bit,as I dont want to touch industries for now :)
09:32<andythenorth>the electricity is a deliberately tricksy example, it's not a produced cargo
09:32<andythenorth>as it can't be transported
09:32<TrueBrain>I understand; something for another day tbh :)
09:33<TrueBrain>sounds like a property for cargo :P
09:33<TrueBrain>what is 'local price'?
09:33<TrueBrain>isn't it just price?
09:33<andythenorth>preferably specific to this town
09:34<andythenorth>might be tracked in storages, but ideally it would be added to the game :P
09:34<andythenorth>then cdist :P
09:34<andythenorth>again, I'm being tricksy
09:35<TrueBrain>I was hoping as much :)
09:35*andythenorth trying to figure out how to do 'this town is locked for company x until certain conditions are met'
09:35<TrueBrain>I am trying to balance a clear structure vs ease of use
09:35<TrueBrain>I like what you did with cargo, but it is also unclear when something is an action
09:35<andythenorth>yeah, I just blatted it out
09:36<andythenorth>it's much easier to assume you'll rewrite it 100%
09:36<andythenorth>specifically, in I want to show this town is locked (per company) until at least one neighbouring town is happy (per company)
09:36*andythenorth thinks about that
09:37<andythenorth>probably on tick
09:37<TrueBrain>give me a sec to clean up my example
09:37<TrueBrain>so you can work from there again
09:37<andythenorth>yair yair
09:37<andythenorth>might need an onPlayerAction event or something
09:38<andythenorth>still no eddi? o_O
09:38<andythenorth>Eddi|zuHause where are you :)
09:38<TrueBrain> <- updated
09:38<TrueBrain>I am not sure yet how to do cats
09:38<TrueBrain>for now I pushed it in the local storage
09:39<andythenorth>yeah i saw
09:39<TrueBrain>I like the 'class Event' and 'class hook'
09:40<TrueBrain>but ... it gets so long
09:40<andythenorth>it does
09:40<TrueBrain>but it is verbose
09:45<andythenorth>ha ha
09:45*andythenorth tries to work out how to have the town set the RoadType
09:45<andythenorth>NRT needs tech levels for roadtypes :P
09:46<andythenorth>yeah can't figure that one out, moving on :P
09:46<TrueBrain>we can revisit these things later :)
09:49<TrueBrain>fixed cats :)
09:50<TrueBrain>well, no, this is not correct, from a gameplay point of view
09:50<TrueBrain>lets fix that
09:51<andythenorth>TrueBrain: I've added something :P
09:51<andythenorth>in onTick
09:51<TrueBrain>there we go, cats now work
09:52<TrueBrain>always xmas, how cute
09:52<andythenorth>I thought so
09:52<andythenorth>it's like an Easter Egg
09:52<andythenorth>but Christmas Egg
09:53<andythenorth>yeah so the 'unlock the town' thing I can't think of a clean way
09:53<andythenorth>I await inspiration :P
09:53<TrueBrain>let me think in a bit
09:53<TrueBrain>first let me make your zone example exuctable :)
09:56<TrueBrain>okay, I am now starting to push what will be possible .. but that is okay
09:56<andythenorth>FWIW, christmas can already be done in newgrf, it's not a new feature, just a silly one
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09:58<TrueBrain>okay, updated
09:59<TrueBrain>andythenorth: but you can now do it per zone :P
09:59<andythenorth>newgrf can do sprites on arbitrary conditions, but we don't need to know that :P
09:59*andythenorth trying 'rubbish' cargo
09:59<andythenorth>town is PISSED if you don't transport enough rubbish away
10:00<TrueBrain>okay, a bit more realistic xmas implementation now
10:00<TrueBrain>Zones need more thinking I notice :)
10:00<TrueBrain>owh, I am being silly
10:02<TrueBrain>okay, this is better
10:03<andythenorth>my assumption is that somehow town.api.ProducedCargos sums all the possible production in (some period??) for town houses and local industries
10:03*andythenorth wavey hands
10:04<andythenorth>possible / actual /s
10:05<TrueBrain>made timers declerative
10:06<milek7>removed bezels, made canvas fullpage and switched to 32bpp mode
10:07<Xaroth>holy earbleed
10:09<TrueBrain>andythenorth: updated my example :)
10:10<TrueBrain>milek7: toob ad the mouse can escape :)
10:10<TrueBrain>I like this way of defining timers
10:11<TrueBrain> <- longer and longer :D
10:11<Samu>why is cherry-pick so stupid :( i thought the feature would pick the entire commits from a branch, not just the last of it
10:13<nielsm>cherry-pick picks a single commit
10:13<nielsm>if you want more than one commit you need to name all the commits
10:14<TrueBrain>andythenorth: this "example" got pretty big already :P
10:14<Samu>but i right clicked the branch
10:14<Samu>not a single commit
10:15<@LordAro>technically speaking, a branch is a single commit
10:15<@LordAro>that just happens to have a load of other commits preceding it
10:15<@LordAro>i might suggest that it's a limitation of whatever UI you're using though
10:16<TrueBrain>always nice if people make things more confusing by wanting to be STRICTLY correct :P
10:18<andythenorth>TrueBrain: yeah I do like those timers
10:18<andythenorth>one of my worries was that it would be hard to encapsulate concerns cleanly
10:18<andythenorth>this does it
10:19<TrueBrain>hmm ...
10:19<TrueBrain>that gives me an idea
10:19<@LordAro>TrueBrain: is this python stuff "a new syntax for NML", or "embedding python in OTTD"?
10:19<@LordAro>or just fun?
10:19<TrueBrain>its a way to make mods for OpenTTD
10:20<@LordAro>embedding python is ..hard
10:20<@LordAro>and we do already have squirrel
10:20<TrueBrain>did you read the URL? Or did you just start assuming some more? :)
10:21<@LordAro>- Single "higher level" language, which compiles everything to something OpenTTD can digest. For example: Python
10:21<@LordAro>i read that
10:21<TrueBrain>so lets break down that sentence: "something OpenTTD can digest" .. so .. that is currently NFO and Squirrel
10:21<TrueBrain>"compiles everything" .. so it is a compiler
10:21<@LordAro>which doesn't necessarily mean embedding python, i'll grant you
10:21*andythenorth afk for a bit
10:21<andythenorth>I assume it will all be done when I get back
10:21<TrueBrain>andythenorth: ofc!
10:22<TrueBrain>LordAro: we were spinning a bit about it last night .. basically, it needs to be a language that supports typing
10:22<TrueBrain>what ever happens after that higher-level language is for me not my current priority :)
10:23<TrueBrain>those are solvable things
10:23<nielsm>as long as you don't invent something that requires solving the halting problem!
10:24<TrueBrain>"as long as you don't invent something"
10:24<TrueBrain>I stopped reading after that :P
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10:26<TrueBrain>nielsm: more seriously, all these functions will have the demand that they are solvable and halt
10:27<TrueBrain>so it doesn't require solving the halting problem as much as it demands it halts
10:27<TrueBrain>(which is not really solving it, tbh)
10:27<TrueBrain>so the control flow will be restricted etc
10:27<TrueBrain>(much like eBPF)
10:28<@LordAro>ban loops :p
10:28<TrueBrain> for industry in
10:28<TrueBrain> amount = industry.api.GetProduction(Cargo.ELECTRICITY)
10:28<TrueBrain>I am fine with these loops
10:28<TrueBrain>but we know they end
10:28<TrueBrain>so some control flow is allowed
10:33<@LordAro>how do you determine if the loops end?
10:33<milek7>for i in range(10000000): if not real_condition(): break; do_something()
10:33<milek7>is that allowed?
10:33<TrueBrain>milek7: no
10:33<TrueBrain>LordAro: that is honestly pretty easy
10:33<TrueBrain>but lets get there when we get there
10:33<@LordAro>that's not an answer :p
10:34<@LordAro>are you going to ban range?
10:34<TrueBrain>yeah, we can focus completely on a single thing
10:34<TrueBrain>or we can just first see how we want to write mods
10:34<Xaroth>Isn't that also a bit of a non-issue? if people write crappy loops, the code will perform crappy.
10:34<TrueBrain>and take it from there
10:34<TrueBrain>and have a bit of faith that I am an awesome programmer ;)
10:34<Xaroth>so the incentive to not write crappy loops is there :P
10:34<TrueBrain>(I would like to be creative today, and not talk for hours about a single part of the implementation :D)
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10:35<TrueBrain>so I rather hear what you think of the example
10:35<TrueBrain>what you would like to see
10:35<@LordAro>Xaroth: the ability for 3rd parties to run arbitrary code that hangs is a DoS, which is generally rather important when you have server/client architectures
10:35<TrueBrain>andythenorth: I think I did something that increases readability
10:36<TrueBrain>not sure if I can do hooks like this
10:36<TrueBrain>if two subclasses define the same hook .. what happens
10:36<TrueBrain>possibly not helping readability
10:45<TrueBrain>okay, solved that pretty clean I think
10:47<TrueBrain>frosch123: if you have some time,, specifically the Client/Server part .. is that enough to do the things you mentioned yesterday, you think?
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11:09<Corns>hi - is there a function that converts a Point to a TileIndex?
11:10<Corns>yay thanks it, thank you
11:10<Corns>actually I think TileVirtXY is what I need
11:11<Samu>TileX, TileY
11:11<Samu>milek7, how's the 240 ais?
11:11<Samu>erm, companies, but for me they're all gonna be ais :p
11:12<Samu>can't wait to test it
11:14<frosch123>TrueBrain: what does that code do?
11:15<frosch123>is "storage" something that is automatically stored in savegames?
11:15<Samu>what i'm more excited about is testing the self adjusting max opcodes with that many AIs running
11:15<frosch123>i would expect some simliar defintion for "commands"
11:15<frosch123>which you can then schedule for execution, and to which you can subscribe for upon execution
11:15<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7248: Change: Group processing of vehicle ticks by type of vehicle. This allows use of PerformanceCounter instead of PerformanceAccumulator.
11:16<frosch123>i guess both of the storage and the commands imply "storage per town" and "command for town"
11:16<frosch123>so there are some assumtions about command parameters
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11:20<frosch123>hmm, thinking about storage classes: we have global variables, variables per town, but we also have variables per company (possibly secret to other companies), per client (secret to other clients, and also to the server?) and per server (secret to everyone)
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11:21<frosch123>i guess declaring the storage inside the Town class makes it per town
11:21<frosch123>but maybe there could be some annotation about which role can read and write the storage
11:23<frosch123>@Storage(SERVER_WRITE_CLIENT_READ) PISSED: CompanyDict[bool]
11:25<frosch123>@Command(COMPANY_TRIGGERED) CmdPromiseCats : Command
11:27<frosch123>def _onClickButton(): CmdPromiseCats.Emit()
11:28<TrueBrain>can you cook something in that gist and share? would be awesome :)
11:28<TrueBrain>I like where you want to go with this :(
11:28<TrueBrain>stupid keyboard... misspelling smileys ...
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11:30<Samu> the so called SamuPatchPack
11:30<Samu>only AI stuff
11:34<Samu>15 ais in single player, start spectator, ai gui overhaul, self-adjusting max opcodes, hmm... custom profile, start date = 0, maybe a few other things
11:36<Samu>yeah, nobody cares :o
11:36<@LordAro>people cared enough to reject it ;)
11:52<Eddi|zuHause>so, i didn't look in the OpenTTD General forum for a week, and suddenly all topics are by one guy?
11:53<Samu>hmmm borkai on a 4k map usually crashes openttd
11:53<Samu>waiting for it
11:58<Samu>unless something was fixed in the meantime
11:58<Samu>it used to use too much ram
11:58<@LordAro>you know where crash reports should go :)
11:59<Samu>so much that once openttd was above 4 GB, it would poof with a WER crash
11:59<@LordAro>OTTD should never be able to be crashed, especially not by any external addons
11:59<@LordAro>4GB... are you using the 32bit version instead of 64bit?
12:00<Samu>but the squirrel vm is 32-bit isn't it?
12:00<Samu>i dunno
12:00<Samu>memory seems to be in-check atm
12:00<Samu>only 1 GB
12:00<@LordAro>hmm, possibly
12:00<Samu>with all 15 ais
12:04<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7509: Codechange: replace left QSortT() with std::sort()
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12:06<+glx>LordAro: yeah, micchi already commented about std::begin and std::end ;)
12:06<@LordAro>so he did
12:09<+glx>hmm using std::vector for _resolutions could remove the fixed size limit
12:10<@LordAro>that was one of the ones i noticed
12:10<@LordAro>also _sorted_cargo_specs, but you'd need to keep standard_cargo_specs_size regardless, not sure if that would work
12:10<+glx>_language_dropdown can be a vectore too I think
12:11<@LordAro>_sorted_railtypes too
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12:12<+glx>for highscore I could keep it unchanged and use std::begin
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12:33<DorpsGek_II>[OpenTTD/OpenTTD] michicc opened pull request #7512: Replace SmallStackSafeStackAlloc and AutoFreePtr
12:34*andythenorth reading a gist
12:35<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7512: Replace SmallStackSafeStackAlloc and AutoFreePtr
12:37<Eddi|zuHause>wtf is wrong with steam? i'm trying to download a 32MB game and it takes an hour?
12:37<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7512: Replace SmallStackSafeStackAlloc and AutoFreePtr
12:37<TrueBrain>upgrade your connection yo!
12:41<andythenorth>TrueBrain: without getting stuck in implementation details, would this approach generalise to industry?
12:42<andythenorth>industries don't actually do much, outside of tile graphics
12:42<TrueBrain>so they are more like House, right?
12:42<andythenorth>they are like house^2
12:42<TrueBrain>and yes, the idea would be that this can work for everything
12:43<andythenorth>class AirportStateMachine :P
12:43<TrueBrain>after all, the idea is that this is just a higher language
12:43<TrueBrain>nothing else
12:43<TrueBrain>what frosch123 is suggesting, if I abstract it correctly, is to move to a more pub/sub method
12:44<TrueBrain>decorators often makes code very unreadable
12:45<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7512: Replace SmallStackSafeStackAlloc and AutoFreePtr
12:45<TrueBrain>so we have to find a balancer there I guess
12:47*andythenorth needs a train nerd for Horse chat
12:52<Eddi|zuHause>... download now finished
12:56<TrueBrain>and now it turns out not to be what you want? :P
13:01<V453000>andythenorth: bad feature, make ship
13:03<andythenorth>V453000 is a bad feature
13:03<andythenorth>make yeti
13:05<DorpsGek_II>[OpenTTD/website] auge8472 commented on pull request #82: Discussion basis for rework of the general HTML structure and the CSS rules
13:18<V453000>I'm digging through my old NUTS code ... some parts are really fabulous, like 3rd generation of wagons being called wagon2, 2nd generation being called wagon3 ... in MOST cases :D ... of course because the first version of NUTS only had what now is 1st and 3rd generation...
13:18<TrueBrain>maybe V453000 has an opinion on :P
13:21<andythenorth>V453000: that sounds awesome
13:21<andythenorth>and quite correct
13:26<V453000>town mods in python ? :D
13:27<TrueBrain>the language is more a matter of lack of anything better atm :P
13:27<TrueBrain>I am mostly looking for ideas what we would like to do in mods :)
13:29<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7512: Replace SmallStackSafeStackAlloc and AutoFreePtr
13:29<nielsm> "there's never a bus here when you need it!"
13:29<V453000>is that like a GS or newgrf?
13:30<TrueBrain>both, and a bit more
13:30<DorpsGek_II>[OpenTTD/website] auge8472 opened pull request #83: Two small changes with only a small effect to the output
13:30<V453000>wtf :D
13:30<TrueBrain>currently I think this Python will be compiled into some NewGRFs, some GS, and something new
13:30<TrueBrain>not sure yet .. more wondering if this is the right approach to the problem, from a creator point of view
13:31<TrueBrain>dynamic disasters ... hmm
13:31<TrueBrain>the more things I see, the more I think Injectors are a better fit for our need
13:31<TrueBrain>they are just a bit more magic
13:31<TrueBrain>not sure if that is a real issue
13:31<V453000>I'll go put baby to bed and I'm back :) interesting thing
13:31<TrueBrain>basically, that means we only use Python as an already-defined language, not as execution mechanism
13:34<V453000>well python is the only language I know non-zero about so it automatically makes me excited, sorry :P
13:34<V453000>regarding the rest, idk, more better :D I've never really coded town behaviour
13:34<TrueBrain>fair :)
13:35<TrueBrain>already working this out for Industry etc might be a bit much ..
13:35<TrueBrain>sadly :P
13:35<V453000>I could think about new possibilities in trains probably
13:36<TrueBrain>fork my code, and modify it ? :D
13:36<TrueBrain>replace House with Train, or what-ever :P
13:36<TrueBrain>took me a while to find out how to make slug .. Sea Block is kinda difficult to start with :P
13:37<V453000>had no idea seablock has slugs
13:37<TrueBrain>owh, that is slag btw
13:37<TrueBrain>tomato tomato
13:37<V453000>ah thought so
13:37<V453000>didn't play seablock tbh
13:37<TrueBrain>it is just an easy way to get nice mods dragged in
13:38<TrueBrain>too lazy to look up what other packs are out there :D
13:38<V453000>:D OH.
13:38<TrueBrain>could disable Seablock itself after downloading it, I guess
13:40<TrueBrain>I like Bob's mods .. mostly inserts being able to go 45 degrees is nice
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13:40<V453000>say no more :D
13:40*V453000 summons logistic-challenge-nazi frosch123
13:41<TrueBrain>an insult and a compliment! :P
13:41<ConiKost>Hi. I want to report a bug in nml, as it doen't work with pillow-6.0.0. I see, that's now hosted on Github, but Issues tab are disabled. Is this correct, to report still on openttdcoop?
13:42<frosch123>make a PR instead :)
13:43<ConiKost>frosch123: Well, I don't have a solution for that :/
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13:49<DorpsGek_II>[OpenTTD/website] TrueBrain approved pull request #83: Two small changes with only a small effect to the output
13:49<DorpsGek_II>[OpenTTD/website] TrueBrain merged pull request #83: Two small changes with only a small effect to the output
13:55<@peter1138>Have I missed anything much today?
13:56<TrueBrain>just :)
13:56<+michi_cc>TB is trying to reinvent stuff again :P
13:56<TrueBrain>I kinda take insult to that
13:56<TrueBrain>both the "again" and "reinvent"
13:57<@LordAro>not "trying" ? :p
13:58<TrueBrain>still not funny
13:58<TrueBrain>it rarely is a nice thing to stab someone who indicates he feels insulted
13:58<TrueBrain>but okay .. guess that is what we do here
13:58<andythenorth>broken with pillow 6.0.0?
13:58<andythenorth>what broke?
13:58<@peter1138>TrueBrain, I don't think anyone *meant* to insult you.
13:59<+michi_cc>Well, yes, reinvent it isn't really, but for again *cough*gpmi*cough*. Even if that wasn't really the same.
13:59<@peter1138>Hmm, well, money bug in NRT... I should look into it.
13:59<TrueBrain>peter1138: how ever that might be the case, you have to realise it does not motivate at all
14:00<TrueBrain>it is also not constructive
14:00<TrueBrain>or helpful
14:00<+michi_cc>There's nothing really wrong with reinventing stuff though, often lead to unexpected progress.
14:00<@LordAro>it's like you're brand new to the internet or something
14:01<TrueBrain>if that is the excuse, I am done
14:02<DorpsGek_II>[OpenTTD/OpenTTD] spnda updated pull request #7480: Fix #6666: brackets in arabic strings
14:03<+michi_cc>TrueBrain: If you don't like the word reinvent, okay. But that is what you are trying to do: reinvent how content for OTTD is created, and I don't see how that would be something negative.
14:03<pnda>wait did that just commit 37 commits into my master branch? ... oh no
14:04<@LordAro>pnda: looks like you merged instead of rebased
14:04<+michi_cc>pnda: Always create PR's in a branch, helps with stuff like that.
14:04<pnda>github just asked me if I wanted to resolve conflicts
14:05<@LordAro>yeah, it does that by merging :p
14:05<ConiKost>andythenorth: when you upgrade vom pillow-5 to pillow-6, and want to run nmlc, for example, which is used by opengfx to compile, you get an error directly on running without any args
14:05<pnda>"all checks have failed"
14:05<pnda>uhm ok
14:06<@LordAro>pnda: seems you've merged, but not in a way that actually works
14:06<pnda>i have no idea what i've done
14:06<@LordAro>you'll need to do it locally
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14:07<@LordAro>ConiKost: andythenorth:
14:08<ConiKost>LordAro: Great, does this work with pillow-5 too?
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14:08<pnda>ok so I have absolutely no idea what to do now
14:08<pnda>was that bad or is it ok?
14:09<@LordAro>ConiKost: since 5.2, i think?
14:09<Xaroth>Guess he really is done
14:09<@LordAro>pnda: "all checks have failed" usually indicates that it is bad, yes
14:10<pnda>ok so how do I revoke without stashing my local changes
14:11<@LordAro>i'm not sure you can do it without stashing local changes
14:11<ConiKost>LordAro: Sounds good, thanks :)
14:14<DorpsGek_II>[OpenTTD/OpenTTD] spnda updated pull request #7480: Fix #6666: brackets in arabic strings
14:14<pnda>ok I reset it back to the commit form michi_cc
14:14<@LordAro>yeah, that's worked
14:15<+michi_cc>pnda: Did you do git pull before?
14:15<@LordAro>still needs rebasing though, NULL -> nullptr happened
14:15<+michi_cc>If yes, do git pull --rebase instead
14:15<pnda>that does what
14:15<@LordAro>peter1138: "2109"
14:16<@LordAro>good effort though
14:16<@LordAro>beat me this week :p
14:17<pnda>I did a git pull --rebase but it's showing that thread.h was modified
14:17<ConiKost>LordAro: But will be there a fix for nml?
14:18<@LordAro>ConiKost: probably at some point
14:18<@LordAro>unless someone PRs it first :>
14:18<@peter1138>Fixed, thanks
14:19<+michi_cc>pnda: Where does it show you that? You can't rebase if you have uncommited changes in your working dir.
14:19<pnda>Why the hell is thread.h showing up when I do git status, but if I try to stash them, and call status again it's still there
14:19<ConiKost>LordAro: Well, should I create a bug report for this? ;-)
14:21<pnda>Or better asking, why the hell did thread.h duplicate into src/thread.h...
14:29<+michi_cc>pnda: If git status tells you it is a new file, you have to manually delete it. The file was moved in master.
14:29<pnda>Ok yeah noticed
14:29<pnda>I already moved it
14:29<pnda>Currently just searching where each string is used, to see if it works everywhere when I apply changes.
14:43<pnda>michi_cc, uhm, the string fixed you performed, seems to break the city names, but not in the town list directory
14:47<frosch123>andythenorth: <- OpenTTD Minesweeper
14:58<nielsm>pnda: lol that's kinda wrong way around :P
14:58<pnda>yup indeed
14:58<pnda>We fixed the strings in the menu, but the strings in the world are now broken
14:59<andythenorth>frosch123: someone at work made risk in irc
15:00<frosch123>i hope it did not spam the map into the chat after each move
15:01<andythenorth>I think it did with ascii
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15:09<Samu>I need more ram to run openttd
15:12<Samu>lol, it's still "exiting" openttd
15:15*peter1138 flashes his NodeMCU.
15:15<Samu>it finally exited!
15:17<DorpsGek_II>[OpenTTD/website] auge8472 opened pull request #84: Change: semantic HTML-elements for the pages main sections and corresponding CSS-rules
15:17<Samu>i'm surprised it was still running with 21,8 GB memory reserved
15:17<Samu>considering I only got 16GB installed
15:18<Samu>what kind of magic the OS can do, it's not really worth it. too many slowdowns
15:18<@LordAro>"reserved memory" usually has a specific meaning that doesn't correspond to allocated memory or amount of memory installed
15:19<@LordAro>i've seen programs "reserve" 2TB of memory before
15:20<pnda>why not
15:20<pnda>who doesn't have 2tb ram :p
15:20<Samu>not sure what to call it
15:20<@peter1138>I... only have 32GB :/
15:23<milek7>what is MP_VOID for?
15:24<DorpsGek_II>[OpenTTD/website] auge8472 commented on pull request #84: Change: semantic HTML-elements for the pages main sections and corresponding CSS-rules
15:24<Samu>ok, the english version of that column is Commit (KB)
15:24<Samu>openttd commited 21,800,000 KB
15:24<Samu>then i decided to exit it
15:26<Samu>and took about 7 minutes to "exit"
15:26<Samu>was unloading it from disk it seems
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15:29<@LordAro>milek7: the void ;)
15:29<@LordAro>or, the edge of the map
15:29<Samu>they're the black tiles
15:29<@LordAro>for hysterical raisins, the map is surrounded by "actual" tiles that you can't see or touch
15:29<@LordAro>(which is why maps are actually only (e.g.) 62x62
15:30<@LordAro>i think
15:30<@LordAro>i don't think i've made any of that up
15:33<@peter1138>Originally it was 63x63. Void tiles were only on two edges.
15:33<@peter1138>You can still get that by disabling freeform edges.
15:34<@peter1138>You might then encounter a whole new load of bugs from routines which expect the edges to be invalid tiles.
15:34<Samu>yes! openttd crashed
15:35<Samu>too bad there's no dump
15:37<Samu>let's try 1.9.1, maybe that can create dump
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15:47<DorpsGek_II>[OpenTTD/OpenTTD] LordAro requested changes for pull request #7510: Emscripten support
15:49<DorpsGek_II>[OpenTTD/OpenTTD] LordAro requested changes for pull request #7509: Codechange: replace left QSortT() with std::sort()
15:50<andythenorth>let's make container wagons
15:50<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7509: Codechange: replace left QSortT() with std::sort()
15:51<+glx>LordAro: I was doing it ;)
15:54<+glx>let's hope I didn't introduce any errors or warnings
15:54<+glx>ok OSX failed
15:55<DorpsGek_II>[OpenTTD/OpenTTD] Milek7 commented on pull request #7510: Emscripten support
15:55<andythenorth>rude of it
15:55<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7396: Fix: Saving SDT_INTLIST handle unsigned values properly
15:56<+glx>nice it failed on a part I haven't touched when rebasing
15:58<+glx>oops syntax error in sdl
16:02<DorpsGek_II>[OpenTTD/OpenTTD] Milek7 commented on pull request #7510: Emscripten support
16:05<DorpsGek_II>[OpenTTD/OpenTTD] Milek7 commented on pull request #7510: Emscripten support
16:07<DorpsGek_II>[OpenTTD/OpenTTD] Milek7 commented on pull request #7510: Emscripten support
16:08<DorpsGek_II>[OpenTTD/OpenTTD] Milek7 commented on pull request #7510: Emscripten support
16:10<pnda>I take it that png_create_read_struct(PNG_LIBPNG_VER_STRING) is to load a heightmap png? And when that's NULL, does the heightmap not exist/is it not a png?
16:10<Samu>crashed with no dump :(
16:11<@LordAro>Samu: run within visual studio so you get a proper stack trace?
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16:11<@peter1138>If the stack isn't smashed
16:11<Samu>hmm, ok
16:11<Samu>in debug mode, right?
16:12<+glx>no, release mode works too
16:12<Samu>I can wait, for months I've been trying to reproduce this bug
16:12<+glx>it's easier to debug with debug mode as there's less optimisation, but stack trace should be the same
16:13<Samu>4k map, 250k ops, debug mode... aww the pain
16:13<DorpsGek_II>[OpenTTD/OpenTTD] Milek7 commented on pull request #7510: Emscripten support
16:14<pnda>Does anyone here know who made the Brianum sets?
16:17<frosch123>that's literally the name of the author
16:17<frosch123>probably has not been around for 10 years though
16:19<pnda>there's been some sprite license issues with the guys sets
16:20<frosch123> <- hmm, i think it is that guy
16:20<frosch123>i associate brianum with autopilot
16:20<frosch123>and that guy has that as most active topic :p
16:21<pnda>He also created that topic
16:21<frosch123>so, ask him whether he is associated with brianum set :)
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16:28<milek7>this comment is outdated, right?
16:28<@peter1138>Looks like it. I never noticed it.
16:29<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7509: Codechange: replace left QSortT() with std::sort()
16:30<@peter1138>milek7, trying to fit 250 into 7 bits might be fun :/
16:30<@peter1138>Maybe you can make CargoMonitorID a uint64.
16:33<+glx>oh weird MSVC was failing too, but it was ok locally
16:36<@peter1138>Hmm, cmake is ready for merge?
16:36<@peter1138>I better try it again :D
16:37<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7510: Emscripten support
16:38<+glx>ok 2 warnings for win64, I don't have any locally
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16:48<+glx>oh I was building for win32 locally, that explains
16:51<@peter1138>Hmm, AIs seem broken in the CMake PR.
16:52<@peter1138>I guess the compat* files are not in the right place. Hmm.
16:52<+glx>possible yes
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16:58<@LordAro>would've thought the regression script would pick that up?
17:01<+glx>regression doesn't use compatiblity mode I think
17:01<@LordAro>that would make sense
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17:01<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7509: Codechange: replace left QSortT() with std::sort()
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17:06<Samu>crash happened
17:07<Samu>start live share session?
17:07<Samu>invitation link
17:08<DorpsGek_II>[OpenTTD/website] auge8472 updated pull request #84: Change: semantic HTML-elements for the pages main sections and corresponding CSS-rules
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17:10<milek7>but I haven't tested it much
17:11<milek7>framerate window needs fixing for more AI entries
17:11<milek7>and I'm not sure of correctness of savegame conversion code
17:11<Samu>glx, u using vs 2019? is that link of any use?
17:14<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7509: Codechange: replace left QSortT() with std::sort()
17:15<DorpsGek_II>[OpenTTD/OpenTTD] spnda updated pull request #7480: Fix #6666: brackets in arabic strings
17:15<pnda>PR is complete now ^
17:15<pnda>If there's any errors on Linux or Max OSX, please say so.
17:16<Samu>this is the crash:
17:16<Samu>doesn't show much :(
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17:18<@LordAro>Samu: that is suspiciously short
17:18<+glx>enough to see an segfault
17:19<+glx>and probably corrupted stack too :)
17:19<pnda>Why is this? This branch has conflicts that must be resolved
17:19<+glx>you rebased ?
17:20<@LordAro>pnda: master branch has other changes in similar areas, so you must update your branch to match
17:20<@LordAro>you did this with merging earlier, but for OTTD we like to use rebasing
17:20<pnda>LordAro: so what would I do exactly
17:21<@LordAro>pnda: probably a good place to start
17:21<DorpsGek_II>[OpenTTD/website] auge8472 opened pull request #85: Change: HTML5-elements and corresponding CSS-rules for the blog article template
17:22<pnda>LordAro: So just git rebase upstream/master?
17:23<@LordAro>pnda: in theory, yes
17:23<@LordAro>but you may get conflicts that you have to resolve
17:23<@LordAro>from what i can tell, it should be relatively easy
17:23<pnda>will this remove any commits I have done to this branch? I guess no
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17:27<pnda>git is soooo annoying
17:27<pnda>hint: Updates were rejected because the tip of your current branch is behind its remote counterpart.
17:28<pnda>I did git rebase and it basically did a merge
17:31<@LordAro>pnda: define "basically"
17:32<pnda>i still have no idea of git
17:32<pnda>if I want to rebase
17:32<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened issue #7513: OpenTTD closes itself with no crash dump
17:32<pnda>it wants to pull 42 commits
17:32<Samu>somebody else can try reproduce it?
17:32<@LordAro>pnda: probably related to you using master
17:33<@LordAro>try `git fetch upstream`, then `git rebase upstream/master` ?
17:33<@LordAro>if you could paste all the output somewhere, that would be lovely
17:35<pnda>Then if I resolve the conflict and then continue rebase it wants to pull
17:36<@LordAro>did you add changes before continuing rebase?
17:36<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on issue #7513: OpenTTD closes itself with no crash dump
17:36<pnda>Yes I did, I resolved the conflict
17:37<@LordAro>can you paste that output?
17:37<pnda>Wait this worked fine this time
17:37<pnda>Applying: Fix: Improve formatting of mixed RTL and LRT content when using ICU text layout.
17:37<@LordAro>right, now force push
17:38<DorpsGek_II>[OpenTTD/OpenTTD] spnda updated pull request #7480: Fix #6666: brackets in arabic strings
17:38<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7509: Codechange: replace left QSortT() with std::sort()
17:38<pnda>why did that add so many commits
17:38<@LordAro>pnda: that seems better :)
17:38<@LordAro>pnda: were you not expecting 6 commits?
17:39<pnda>well those are old commits
17:39<pnda>that look like they're recommited
17:39<pnda>Or is this normal that this looks like this?
17:39<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7509: Codechange: replace left QSortT() with std::sort()
17:39<@LordAro>hmm, perhaps
17:39<@LordAro>i think you have actually created 6 commits
17:39<@LordAro>they should probably be squashed together
17:40<@LordAro>you can do this with rebase -i
17:40<@LordAro>and also you didn't actually merge correctly - you reintroduced "NULL"
17:40<pnda>i've got no idea anymore
17:41<@LordAro>that's not a very helpful comment
17:41<@LordAro>about what?
17:41<@LordAro>what have you tried?
17:41<pnda>I am so confused
17:41<@LordAro>what are you trying to do?
17:41<pnda>I have no idea what I can do or should do
17:41<@LordAro>ok, let's take it one step at a time
17:41<@LordAro>you want to merge all those commits together, into a single commit
17:42<pnda>git squash?
17:42<@LordAro>you can do this via a rebase, specifically an interactive rebase
17:42<pnda>yes, it has opened my editor
17:42<+glx>git rebase -i HEAD~<number of your commits>
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17:42<@LordAro>glx: upstream/master is more helpful in this case
17:43<pnda>so what now?
17:43<@LordAro>pnda: ok, now modify that file according to what you want to do to each commit. in this case, it's replace "pick" with "squash" for all except the first commit in the list
17:43<+glx>keep "pick" on first commit, replace other "pick" with "fixup"
17:43<@LordAro>^ yes, fixup would be better
17:44<pnda>so I just do pick <sha1 of commit> and then all other ones "fixup"?
17:45<@LordAro>don't touch anything other than the first word of each line
17:45<@LordAro>but yes
17:45<pnda>I have no lines
17:45<@LordAro>screenshot please?
17:45<pnda>it's just "noop"
17:45<@LordAro>what command did you run to get the rebase?
17:46<pnda>git rebase -i
17:46<@LordAro>`git rebase -i upstream/master`
17:46<pnda>oh I should have done HEAD~1
17:46<pnda>ok yes I have
17:46<@LordAro>~1 would've only picked the "top" commit, whereas you want all the commits in your branch
17:46<@LordAro>all your commits*
17:47<pnda>Ok I have 6 commits here
17:47<pnda>2 of which are not mine
17:47<@LordAro>indeed, they're michi's
17:47<+glx>but they are part of the PR
17:47<pnda>they just broke everything for me rly
17:48<pnda>So this is correct?
17:48<@LordAro>doesn't matter, we're squashing everything together
17:48<pnda>So I closed the editor
17:49<pnda>What now
17:49<pnda>force push?
17:49<DorpsGek_II>[OpenTTD/OpenTTD] spnda updated pull request #7480: Fix #6666: brackets in arabic strings
17:50<@LordAro>that looks good
17:50<pnda>I am annoyed that those other commits still show up in the PR and as referenced in #6666
17:50<@LordAro>yeah, that's a GH thing
17:50<@LordAro>just ignore them
17:50<pnda>Ok good
17:51<@LordAro>now we need to redo the merge to remove the NULLs
17:51<pnda>Oh it's back to NULL instead of nullptr tho
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17:51<@LordAro>so rebase -i again, but use "edit" this time
17:52<pnda>so this? edit d0664161f Fix #6666: Fixed arabic town name directory string
17:52<pnda>So now I edit the file and all changes are put into that commit?
17:52<+glx>then fix the NULL, git add, git commit --amend
17:52<pnda>ok thought so
17:53<+glx>and finally git rebase --continue
17:53<@LordAro>might also want to change the commit message while you're at it
17:53<pnda>how would I do that?
17:53<+glx>other option as it's the last commit is to skip rebase and just fix NULL, git add, git commit --amend
17:53<@LordAro>pnda: during the commit --amend
17:54<pnda>git commit -m "commit message" --amend?
17:54<+glx>just git commit --amend
17:54<+glx>it will open an editor
17:54<@LordAro>i think that would work, usually --amend opens an editor
17:54<pnda>Ok well I'll check
17:54<pnda>So changing those three NULL to nullptr is enough?
17:55<pnda>Ok it did
17:55<pnda>Is this good? "Fix #6666: Fix brackets in arabic strings"
17:56<nielsm>Arabic, capitalised
17:56<@LordAro>duplicated Fix is not so good
17:56<pnda>so just remove the second Fix?
17:56<pnda>nielsm: thanks... lol
17:56<nielsm>or write LTR instead of language
17:57<nielsm>(though that would imply also going over the hebrew file)
17:57<@LordAro>i'd probably go with something like "Mismatched parentheses in RTL languages"
17:58<pnda>Ok that sounds better yes
17:58<pnda>but it's only one language
17:58<pnda>So maybe "Mismatched parentheses in Arabic"?
17:59<+glx>the gfx_layout.cpp changes touches all RTL languages ;)
17:59<@LordAro>pnda: except the change in gfx_layout.cpp- ^
17:59<pnda>well true
17:59<pnda>So yeah I'll do languages
17:59<pnda>So I've closed the editor
18:00<pnda>Now it's git push -f
18:00<pnda>fatal: You are not currently on a branch. To push the history leading to the current (detached HEAD) state now, use "git push origin HEAD:<name-of-remote-branch>"
18:00<pnda>Just do that?
18:00<+glx>oh git rebase --continue
18:01<nielsm>if it says that you're usually in a bad state
18:01<pnda>ah yes the rebase wasn't finished
18:01<pnda>now force push tho
18:01<nielsm>and should check "git status" to get some hints on why the state is bad
18:01<DorpsGek_II>[OpenTTD/OpenTTD] spnda updated pull request #7480: Fix #6666: brackets in arabic strings
18:01<nielsm>("git status" will tell you if you're in the middle of a rebase, merge, or whatever)
18:02<+glx>if you're on windows there is posh-git for powershell
18:03<+glx>a nice extension displaying the state in the prompt
18:03<pnda>Yeah I am on Windows
18:03<pnda>But I like sticking to cmd
18:04<+glx>there's also autocompletion for git commands with posh-git
18:11<+michi_cc>pnda: If you are more into GUIs, I'd recommend Git Extensions. As usual, there are always some things the command line can do better, but git extensions map quite a lot of the git cmds.
18:11<pnda>I'm mostly into usability
18:11<+michi_cc>Well, the graphical repo view is _the_ advantage of any GUI tool.
18:14<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7480: Fix #6666: brackets in arabic strings
18:15<DorpsGek_II>[OpenTTD/OpenTTD] spnda commented on pull request #7480: Fix #6666: brackets in arabic strings
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18:37<Samu>minor nitpicking
18:37<Samu>aircraft and ships are switched in the finances window
18:37<Samu>at least for me
18:38<Samu>everywhere else, ships come first, aircraft comes last
18:39<Samu>max num of aircraft / ships also switched
18:40<Samu>hmm, looks like it's not everywhere else
18:42<Samu>companies command too
18:42<Samu>well, guess I was wrong
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18:57<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on issue #7513: OpenTTD closes itself with no crash dump
19:13<pnda>i rly need a new irc client
19:13<pnda>but I want to make my own
19:22<Eddi|zuHause>"make my own"? none of the two dozen existing ones suit your needs?
19:33<Samu>stack overflow is actually not just a website
19:33<Samu>could it be the cause of this crash?
19:34<Samu>corrupted stack?
19:35-!-cHawk- [] has quit [Ping timeout: 480 seconds]
19:39<Samu>reading random answers on what could corrupt a stack: "Throwing an exception inside a destructor is a good candidate. It would mess up the stack unwinding."
19:40<milek7>compile with addresssanitizer?
19:40<milek7>oh, it's on windows
19:53<Samu>got another crash
19:53<Samu>the stack got something now
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19:57<Samu>oops, can't comment, more than 65536 characters
20:01<pnda>Eddi|zuHause, well, most are written in C, which I have no idea of, and I hate all of their GUIs. There's one or two web apps like thelounge which are quite good, but I'd like to make my own.
20:02<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on issue #7513: OpenTTD closes itself with no crash dump
20:03<pnda>Just a quick question, what's a good loading_speed for a train? Is 38 a lot?
20:05<Eddi|zuHause>i would do something like capacity/4 or so
20:06<Samu>nerf trains
20:08<pnda>huh maybe I have always had my trains load slowly.... Had a few of them at around 10
20:09<pnda>Maybe the complaints on tt-forums were real
20:14<Samu>how to interpret that call stack?
20:16<Samu> - it got fed up of doing the same thing, it decided to crash?
20:32<+glx>looks like a loop in garbage collection
20:32<+glx>squirrel probably allocated more memory than available at some point
20:36<+glx>AI creates too many and too big arrays I think (but expected with this map size and the number of towns and industries I guess)
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20:39<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on issue #7513: OpenTTD closes itself with no crash dump
20:41<Samu>how much memory is available, do you know? I always notice it's around the 4GB mark
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20:41<Samu>that it happens
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20:45<+glx>unlimited unless it's a 32bit exe
20:47<Samu>it was 64bit debug build
20:48<Samu>how much for the virtual machine?
20:48<Samu>squirrel is a virtual machine, i hear
20:48<+glx>it's a VM inside openttd
20:51<+glx>but visual studio is still 32bit
20:53<Samu>oh :(
20:55<+glx>debugger is 64bit
21:00<+glx>but in this case I think the stack is the limit
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21:33<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7509: Codechange: replace left QSortT() with std::sort()
21:53<DorpsGek_II>[OpenTTD/OpenTTD] glx22 updated pull request #7509: Codechange: replace left QSortT() with std::sort()
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22:18<DorpsGek_II>[OpenTTD/OpenTTD] stale[bot] closed issue #7188: Both server and client crash, AI related
22:22<Samu>dang, random deviation and random range occurring when in-game, I set up scripts
22:23<Samu>I'm not sure if that's okay
22:24<Samu>they're not started as random, part of me says that's not okay
22:25<Samu>i've just selected them from a list of available scripts, and their config is already loaded with the parameters randomized
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22:26<Samu>i mean, the script didn't start yet, i still can reset parameters to their defaults
22:27<Samu>I suppose it is okay to randomize in this case, it's just that the behaviour is not consistent with its definition.
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---Logclosed Mon Apr 15 00:00:57 2019