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#openttd IRC Logs for 2019-09-07

---Logopened Sat Sep 07 00:00:03 2019
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03:20*andythenorth so much shipping container variety
03:21<andythenorth>much automation incoming :P
03:39<nielsm>hmm shouldn't there be a "game ends and highscore is recorded" setting that lets you configure either "100 years after starting year" or a specific year?
03:40<nielsm>(that's a suggestion not a question)
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03:41<nielsm>and if you set the ending year to something before the actual start year there just isn't an end condition
03:41<andythenorth>I do find the highscore screen weird when it appears
03:41<andythenorth>it's very arbitrary
03:41<nielsm>or I suppose there could also be an explicit "never" setting
03:44<andythenorth>100 years after game start makes most sense to me :P
03:44<nielsm>yeah that should be the default
03:44<andythenorth>I'm not sure it needs to be better than that
03:44<nielsm>TTO also ran 1930-2030
03:45<andythenorth>it's not like the high-score system is actually valid :)
03:45<nielsm>well maybe you want to run a game from 1840 to 2040
03:45<andythenorth>I did win it once, using the known exploits
03:45<andythenorth>my 9 year old keeps asking when we're going to fix it :P
03:45<nielsm>well I also have the WIP still-in-ideas-phase patch for making the score calculation controlled by GS
03:46<andythenorth>high-score-script :D
03:47<nielsm>it could allow for some much more interesting scoring options :)
03:47<nielsm>like variety of trains used :P
03:47<nielsm>quality of industry service provided
03:47<andythenorth>achievements unlocked :P
03:48<andythenorth>does it merge high score and story book?
03:48<LordAro>Eddi|zuHause: maybe not, but that is ultimately what it is
03:48<andythenorth>or are they separate concerns?
03:48<nielsm>they'd still be separate concerns
03:48*andythenorth did make some commits to Busy Bee GS, but GS is really hard to work with
03:48<andythenorth>which is probably why we have very few
03:49<nielsm>but does the storybook have a "progress bar" element? if not perhaps it should
03:49<nielsm>perhaps even an element that mirrors a scoring part
03:51*andythenorth looks what was hard
03:51<andythenorth>oh yes, I remember
03:52<andythenorth>"andythenorth is not a programmer" :P
03:52<andythenorth>that was the limiting factor
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04:20<nielsm>pondering how to test
04:21<nielsm>set up an AI that just runs the same (cheap/free) command on a loop?
04:21<nielsm>tight loop
04:21<LordAro>#7188 is the original issue
04:21<LordAro>samu probably knows how to reproduce it :p
04:22<nielsm>the original report seems to be "sometimes this happens when reloading an ai"
04:25<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh approved pull request #7720: Add: [DorpsGek] also announce comments on commits
04:26<nielsm>need to reboot for a visual studio update >_>
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04:29<nielsm>at least rebooting is relatively quick
04:37<DorpsGek_III>[OpenTTD/OpenTTD] LordAro merged pull request #7720: Add: [DorpsGek] also announce comments on commits
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04:43<Samu>hmm i'm trying to understand why do I build more mail routes than pass routes
04:48<LordAro>ah, Samu
04:48<LordAro>can you provide a list of steps to reproduce #7188?
04:49<Samu>let me see
04:50<LordAro>hmm, you did write a list on the original issue
04:51<LordAro>nielsm: have you tried those steps?
04:52<nielsm>LordAro they seem pretty "do this and pray it triggers the bug" as it's somewhat a race condition
04:52<nielsm>I'm thinking if the diagnosis is right, that it's an AI getting reloaded while waiting for a command return, and the command return then being delivered to a different instance, you can make an AI that triggers it reliably on every reload
04:52<nielsm>if you just make the AI a tight loop of commands
04:53<Samu>oh, i can't test network stuff here anymore
04:53<Samu>it's a bug with the reload, only happens in network games
04:54<Samu>anymore* = anyway
04:54<DorpsGek_III>[OpenTTD/OpenTTD] ldpl commented on pull request #7719: Add: Allow GameScript to demolish without a company
04:55<Samu>best way to cause it is to have many AIs running, very fast speed and 250k max ops
04:56<Samu>hit reload
04:56<Samu>until it happens :o
04:57<Samu>nielsm description is correct
04:58<Samu>it's cause the commands were delayed by the network by a frame
05:05<Samu>the answer to the command of the previous instance goes to the new instance, causing the crash
05:15<nielsm>hmm... just doing commands in a tight loop doesn't seem to trigger it
05:15<nielsm>(and then reloading it while it's running)
05:16<nielsm> here's the AI having fun
05:25<Samu>how many ais are running there?
05:25<Samu>just 1?
05:25<nielsm>one, and it shouldn't matter how many
05:26<Samu>it matters
05:26<nielsm>not by the issue description
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05:26<Samu>it's about queueing of network commands
05:26<nielsm>whether an AI can execute a command and will have to wait until next tick for the result is not affected by number of active AIs
05:26<Samu>needs more stuff to be queued to crash
05:27<nielsm>every company has a queue length of exactly one
05:27<nielsm>and every tick the server executes every command received
05:28<Samu>it sometimes is delayed by 1 more tick, it's when that happens that it can cause the crash
05:29<Samu>or am I seeing this wrong?
05:29<Samu>but you're not getting the crash :(
05:29<nielsm>commands are executed at most one per company per tick
05:29<nielsm>AI scripts are suspended when they submit a command and wait for the command to complete
05:30<nielsm>they can't "batch" commands
05:30<Samu>try more AIs
05:30<nielsm>I have a game with max right now
05:31<Samu>i don't even see you hitting the reload button
05:31<nielsm>max ops 100,000 (hundred thousand)
05:31<nielsm>not in that video no
05:31<nielsm>because that was just to show how silly my test AI was
05:32<nielsm>that's what you're suggestion to repro, right?
05:33<Samu>click reload incessantly
05:33<Samu>not quite like that
05:33<Samu>let me see if i can cause a crash here
05:34<Samu>without a client
05:34<nielsm>okay after several hundred clicks on reload it did trigger
05:34<nielsm>the game was basically unresponsive from AIs doing their initial setup
05:35<nielsm>it's not a good way to repro an issue, I want a reliable way to repro it
05:35<nielsm>one that triggers on first try every time
05:36<nielsm>otherwise you're in the situation "well couldn't repro it again" and it was purely by chance, not because the attempted fix actually worked
05:39<Samu>that's the bug I was reporting :)
05:39<Samu>can't reliably reproduce it :(
05:40<Samu>but it's how it can happen
05:43<Samu>i'm about 85% certain it's related to frame frequency, something about network frames being delayed
05:43<Samu>can't verify here :(
05:45<Samu>the company is cleared, but the commands that are queued aren't
05:46<Samu>queued or delayed, whatever it is
05:46<nielsm>"the commands" is your misunderstanding
05:46<nielsm>there is never more than one
05:47<Samu>I'm not sure
05:47<Samu>I think there can be
05:51<Samu>gameloop can process the next tick while network_frame can be delayed
05:51<Samu>i need to find it in the code, brb
05:56<Samu>NetworkExecuteLocalCommandQueue is right before StateGameLoop
05:57<nielsm>each company can have submitted at most one command per tick
05:57<nielsm>and each client can only proceed to next tick once it has received confirmation from the server about the last one finishing
05:58<nielsm>(I'm pretty sure)
05:58<nielsm>anyway the bug reproduces using your steps _without_ having a second client connected
05:59<nielsm>it's enough having just the server
06:05<Samu>#7188 was reporting two other bugs
06:05<Samu>not this one
06:05<Samu>but it's related
06:06<Samu>I remember one of them was fixed
06:07<Samu>better re-read 7188, brb
06:08<Samu>ya, it's #7190 that should be mentioned
06:09<Samu>ah nvm
06:09<Samu>it's back to 7188
06:09<nielsm>#7190 is not a bug report it's a PR
06:09<Samu>you're right
06:10<Samu>server crash reported in 7188 is the reload crash
06:10<nielsm>quality of bug report:
06:11<Samu>glx should know more about the issue
06:11<Samu>he proposed a fix
06:11<nielsm>yes, his fix looks very correct
06:12<nielsm>I'm trying to figure out a way to reliably reproduce the assert so the fix can be reliably tested
06:13<Samu>I also proposed a bad fix
06:13<Samu>should be closed
06:14<Samu>the new instance is receiving the callback
06:14<Samu>that was issued by the bankrupted instance
06:14<Samu>because.. bla bla network packets delayed etc..
06:15<Samu>_local_wait_queue or _local_execution_queue, it's one of them
06:15<nielsm>it can reproduce with only a server, no clients needed
06:15<Samu>that gets delayed
06:15<nielsm>no delays on network because there is no network transmission involved
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06:46<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh updated pull request #7723: Prepare for release 1.9.3
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07:24<+michi_cc>nielsm: Did you try a higher frame_freq setting to get more command delay?
07:27<nielsm>hm I don't know that setting
07:29<nielsm>but does it affect AI players?
07:29<nielsm>don't those run in lock-step with the server?
07:32<+michi_cc>Not sure actually if frame_freq just delays on sending to the clients or already at the execution stage.
07:34<nielsm>all of this would be easier to understand if AIs were handled as separate clients running as their own threads or processes :/
07:37<Eddi|zuHause>that would involve them running a copy of the game, with full simulation?
07:37<nielsm>I guess so, yes
07:38<Eddi|zuHause>while that would make for a cleaner interface, it has some serious performance impact...
07:38<nielsm>unless some fancy CoW of the game state with the server could be set up
07:38<nielsm>but that would be fragile too
07:41<Eddi|zuHause>but, have i understood this core issue right, that we're dealing with data that is not properly cleared on restart, and gets sent to an AI that was not expecting any data?
07:42<nielsm>the engine attempts to resume an AI that was not suspended, because the AI that previously occupied its slot had submitted a command and was waiting for the result, but was then terminated/restarted in the meantime
07:42<nielsm>so yes
07:43<nielsm>glx's fix looks entirely correct, but I stubbornly want a way to reliably reproduce the issue :)
07:44<Eddi|zuHause>well, two obvious approaches to that problem would be: actually clear the data properly, or add some instance-ID, so the data gets sent nowhere
07:44<andythenorth> all the local cats have adopted my hot tub
07:44<andythenorth>on it, not in it :P
07:45<Eddi|zuHause>cats prefer places that are elevated and warm
07:45<frosch123>nielsm: use a gs that pauses the game and runs a command that is forbidden in pause
07:45<frosch123>that deadlocks the gs forever, waiting for the command to finish
07:46<Eddi|zuHause>frosch123: that sounds wrong, that command should return with a failure?
07:46<nielsm>but a separate issue :D
07:46<andythenorth>hmm intermodal containers aren't 'vehicles', right? :P
07:46*andythenorth organising filesystem
07:47<Eddi|zuHause>andythenorth: not currently :p
07:47<frosch123>weren't you looking for a method to make the gs hang in suspended state?
07:48<frosch123>Eddi|zuHause: feel free to make a PR for #5283
07:49<nielsm>more like looking for a reliably way to catch an AI with one leg through the door to the next tick and then getting reloaded
07:50<Eddi|zuHause>nielsm: have the AI make some debug output right before the command?
07:50<nielsm>hmm maybe
07:51<frosch123>Eddi|zuHause: it is even labeled as "good first issue"
07:52<Eddi|zuHause>frosch123: too bad it's not my first issue
07:57<andythenorth>intermodal_container_combos is quite a chunky variable name :P
07:59<andythenorth>iso_box_combos? :P
08:01<Eddi|zuHause>sounds like you have a "wrong" approach to naming things
08:01<andythenorth>I tend to name them what they are :P
08:02<andythenorth>I did have an employee who named things 'a', 'b' etc, for optimisation
08:02<Eddi|zuHause>that's what an obfuscator is for
08:08<DorpsGek_III>[OpenTTD/OpenTTD] ldpl commented on pull request #7681: Fix: clang and MSVC warnings
08:10*andythenorth back to making long variables :P
08:15<+michi_cc>andythenorth: Could you check/commit my comment on #7721 please? You shouldn't notice any difference (unless I made a mistake), it's just for old OSX versions which I'd like to keep compatible where possible without undue effort.
08:16<+michi_cc>Other than that, it seems sRGB is the winner (i.e. what the current PR does)?
08:16<DorpsGek_III>[OpenTTD/OpenTTD] andythenorth updated pull request #7721: Fix: change Quartz driver colorSpace handling to address certain macO…
08:16<andythenorth>the sRGB looks very wrong on my screen
08:17<andythenorth>but it seems about 50:50 that other OSes do the same 'wrong'
08:17<nielsm>I suspect that has to do with calibration
08:17<andythenorth>colour handling is a nest of variations
08:17<andythenorth>so many factors
08:18<andythenorth>I committed that change, do I need to squash a commit now?
08:18*andythenorth looks
08:18<nielsm>we can squash it during merge
08:21<andythenorth>afaict, my opinion is irrelevant
08:21<andythenorth>there is only one RGB colorspace available according to Apple
08:22<nielsm>basically sRGB "must" be correct, since it was designed to be a standardisation of what displays and RAMDACs were already doing
08:23<andythenorth>I guess over time I'll get used to it
08:23<andythenorth>it's really washed out though
08:25<andythenorth>kCGColorSpaceGenericRGB is no better
08:25<nielsm>but then screenshots aren't really the way to compare either, I think, you'd need photos of two displays side by side
08:25<nielsm>the GenericRGB seems to be wrong gamma
08:25<andythenorth>I am side-by-siding master and the patch
08:26<andythenorth>trying to get it to appear same on different screens is boiling the ocean :)
08:27<DorpsGek_III>[OpenTTD/OpenTTD] andythenorth commented on issue #7644: Mysteriously poor performance on macOS
08:28<andythenorth>setting kCGColorSpaceDisplayP3 works for me
08:29<nielsm>make it a setting on the video driver? :/
08:30<nielsm>"video=cocoa:cs=srgb" "video=cocoa:cs=p3" "video=cocoa:cs=generic"
08:30<DorpsGek_III>[OpenTTD/OpenTTD] andythenorth commented on issue #7644: Mysteriously poor performance on macOS
08:30<andythenorth>screenshots ^ :P
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08:32<andythenorth>kCGColorSpaceDisplayP3 is much slower
08:33<andythenorth>I could reset the DOS palette, and write a transform to move all base set sprites?
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08:58<milek7>what happens when you take screenshot of P3 on mac? does it get correctly converted to sRGB for png image?
09:14<andythenorth>the embedded color profile in the PNG is P3
09:15<andythenorth>but comparing across systems via screenshot is...problematic
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11:17<supermop_Home_>I guess I should stop listening to house music from 1997 and go do something with my day
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11:24<Samu>or just this: Leftfield Song of Life Lemon Interupt Mix
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11:32<supermop_Home_>i was listening to Ecuador! by sash
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11:36<Samu>Sasha is not Sash i think
11:38<Samu>nop, Sasha is a DJ from UK
11:38<Samu>Sash! is from GER
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11:43<Samu>by Sash! I like Encore Une Fois, Adelante
11:48<andythenorth>ha, I need to write my own spritesorter :D
11:48<andythenorth>usually I cheat and use masks
11:48<andythenorth>this will be an adventure
11:49<andythenorth>we going to write our own? o_O
11:49<nielsm>there's also a deviceRGBColorSpace and extendedSRGBColorSpace
11:50<andythenorth>it's puzzling why some of the included spaces have the performance issue, and some don't
11:50<andythenorth>many guesses are possible, maybe some are hardware accelerated and some are not :P
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11:56<nielsm>andythenorth: try commenting out the CGColorSpaceCreateWithName line entirely, so the QZ_GetCorrectColorSpace function drops down to the CGColorSpaceCreateDeviceRGB line instead
11:56<andythenorth>ok let's see
11:56<nielsm>since CGColorSpaceCreateDeviceRGB specifies that it makes a colorspace that does zero conversions
11:56<nielsm>just sends the pixel data as-supplied to the display
11:58<nielsm>and I really have a suspicion that's exactly what we want
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11:59<andythenorth>ha ha
11:59<andythenorth>I commented out the entire conditional check
11:59<andythenorth>and the compile killed my mac dead
11:59<andythenorth>that's unexpected
12:01<nielsm>as in, just running 'make' killed it?
12:01<andythenorth>as in, I use 'make run'
12:01<andythenorth>and when it ran, the mac turned off
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12:02<nielsm>you could also replace the NULL initialisation on line 111 with a CGColorSpaceCreateDeviceRGB() call
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12:02<nielsm>you could also replace the NULL initialisation on line 111 with a CGColorSpaceCreateDeviceRGB() call
12:02<andythenorth>I just tried running it again :D
12:02<+michi_cc>Hmm, so getting Windows to render the output as sRGB is easy, but if using 32bpp output, my frame output time jumps from <1ms to 25ms. It is much better when using real 8bpp output.
12:02<andythenorth>didn't turn off, but kicked my user
12:03<nielsm>michi_cc lol
12:03<LordAro>istr there's some code somewhere to force blitter type for OSX, has that been considered?
12:03<nielsm>LordAro that won't really help I think
12:04<+michi_cc>LordAro: On anyting recent, its 32bpp or black.
12:04<LordAro>yeah, i think it was forcing to a 32bpp blitter
12:04<nielsm>and the sustainable solution is probably still to use opengl/metal/whatever
12:04<andythenorth>"sessionlogoutd[1224]: DEAD_PROCESS: 99 console" looks suspicious
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12:04<andythenorth>and then it seems to overwhelm the event logger
12:04<LordAro>nielsm: i think you're probably right
12:04<LordAro>michi_cc: how far did your branch get? :p
12:04<andythenorth>"diagnosticd[831]: Stream client PID: 816 - Dropped 5263 of 1012151 messages because streaming client could not keep up with the datastream."
12:05<andythenorth>this is lolz
12:05<nielsm>how cursed is that code
12:05<andythenorth>that's the most cursed I've ever seen
12:06<+michi_cc>LordAro: work great on my Windows systems (didn't work for peter apparently) and is not implemented for Linux/OSX.
12:06<andythenorth>so the trigger is no setting the colorspace
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12:08<andythenorth>the log is quite interesting
12:10<andythenorth>hmm, I need to restart, the crash handling has crashed and is very unhappy
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12:12<nielsm>so while everyone's gathered, does anyone have anything against making a 1.9.3 release, and/or the changeset I'm suggesting?
12:13<LordAro>i don't, no
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12:13<+glx>no objections from me
12:13<nielsm>glx: that script command handling patch, do you have any better test case for it?
12:14<+glx>not really
12:14<+glx>I think it's more easy if the server is very slow
12:15<+glx>maybe using a 2048² map with many vehicles
12:15<LordAro>Samu does like those sort of maps
12:16<+glx>it's really related to the time taken by a tick
12:16<+glx>as the callback is called 1 tick after the command
12:22<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh approved pull request #7701: Fix #7188: check the validity of command callback for scripts
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12:37<DorpsGek_III>[OpenTTD/OpenTTD] LordAro merged pull request #7701: Fix #7188: check the validity of command callback for scripts
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12:41<DorpsGek_III>[OpenTTD/OpenTTD] LordAro commented on pull request #7681: Fix: clang and MSVC warnings
12:42<nielsm>hmm I think we should maybe not have merged #7701 actually
12:42<nielsm>it seems most AIs just get stuck now
12:44<nielsm>that's what I get for approving a patch without testing it
12:44<nielsm>"looks right"
12:44<DorpsGek_III>[OpenTTD/OpenTTD] LordAro commented on pull request #7681: Fix: clang and MSVC warnings
12:49<nielsm>huh, but if the AIs stop executing at some point how come the regression tests complete then
12:51<nielsm>because they run in singleplayer maybe?
12:51<+glx>regression is singleplayer
12:55<DorpsGek_III>[OpenTTD/OpenTTD] michicc opened pull request #7724: [Win32] Use sRGB for grahpics output.
12:55<LordAro>glx: mind if i fixup the ClientID stuff for #7681 ?
12:55<+michi_cc>^^ For the record, unless somebody has some performance insight.
12:56<+glx>feel free LordAro
13:07<nielsm>dbg: [script] SetLastCommand company=01 tile=000000 p1=00000000 p2=00000000 cmd=102
13:07<nielsm>dbg: [script] CheckLastCommand company=01 tile=000000 p1=00000000 p2=00000000 cmd=358
13:07<+glx>ok I see what's wrong in #7701
13:08<nielsm>okay becuase I don't yet :D
13:08<DorpsGek_III>[OpenTTD/OpenTTD] LordAro updated pull request #7681: Fix: clang and MSVC warnings
13:08<+glx>I forgot flags could be added
13:08<nielsm>ah the cmd value includes flags
13:09<DorpsGek_III>[OpenTTD/OpenTTD] ldpl commented on pull request #7681: Fix: clang and MSVC warnings
13:10<DorpsGek_III>[OpenTTD/OpenTTD] LordAro commented on pull request #7681: Fix: clang and MSVC warnings
13:11<DorpsGek_III>[OpenTTD/OpenTTD] LordAro commented on pull request #7681: Fix: clang and MSVC warnings
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13:14<+glx>seems to be CMD_DEITY
13:16<+glx>but I fail to see where it's added yet
13:17<nielsm>my suggestion
13:17<DorpsGek_III>[OpenTTD/OpenTTD] ldpl commented on pull request #7681: Fix: clang and MSVC warnings
13:17<nielsm>maybe the debug level should be increased on those prints
13:17<nielsm>it's extremely spammy :)
13:17<LordAro>ah crap, i broke the PR
13:20<DorpsGek_III>[OpenTTD/OpenTTD] LordAro updated pull request #7681: Fix: clang and MSVC warnings
13:20<DorpsGek_III>[OpenTTD/OpenTTD] LordAro commented on pull request #7681: Fix: clang and MSVC warnings
13:21<LordAro>glx: i also have a branch called 'warnings' :)
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13:21<LordAro>always fun to learn some new git syntax though
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13:23<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh opened pull request #7725: Fix b3fd7879: Ignore command flags when verifying script commands
13:25<+glx>cp->cmd= CMD_NETWORK_COMMAND; DoCommandP(cp, cp->my_cmd);
13:25<+glx>NetworkExecuteLocalCommandQueue() adds the flag
13:26<nielsm>I still think the easiest is just to mask out the flags for the verification and do it solely on the command id
13:26<+glx>yes safest
13:30<DorpsGek_III>[OpenTTD/OpenTTD] LordAro updated pull request #7681: Fix: clang and MSVC warnings
13:34<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh commented on issue #7644: Mysteriously poor performance on macOS
13:35<DorpsGek_III>[OpenTTD/OpenTTD] glx22 approved pull request #7725: Fix b3fd7879: Ignore command flags when verifying script commands
13:38<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh commented on pull request #7701: Fix #7188: check the validity of command callback for scripts
13:38<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh merged pull request #7725: Fix b3fd7879: Ignore command flags when verifying script commands
13:39<LordAro>anyone feel like reviewing (& merging) #7681 & #7630 ? :p
13:41<nielsm>woo cherry-pick failing because of nullptr/NULL differences!
13:41<nielsm>always enjoy a little manual merging
13:43<DorpsGek_III>[OpenTTD/OpenTTD] glx22 commented on pull request #7681: Fix: clang and MSVC warnings
13:45<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh updated pull request #7723: Prepare for release 1.9.3
13:49<DorpsGek_III>[OpenTTD/OpenTTD] LordAro commented on pull request #7681: Fix: clang and MSVC warnings
13:53<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh commented on pull request #7630: Fix warnings from GCC9
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13:55<+glx>the last build for #7630 is not available, a rebase just to trigger a new build would be nice
13:56<+glx>and then maybe just merge #7681 in #7630
13:57<DorpsGek_III>[OpenTTD/OpenTTD] LordAro commented on pull request #7630: Fix warnings from GCC9
14:04*andythenorth likes better things :)
14:07<DorpsGek_III>[OpenTTD/OpenTTD] LordAro commented on pull request #7630: Fix warnings from GCC9
14:11<DorpsGek_III>[OpenTTD/OpenTTD] LordAro updated pull request #7630: Fix warnings from GCC9
14:14<LordAro>i note OGFX needs another release
14:19<LordAro>"5 missing sprites"
14:19<LordAro>for 0.5.5
14:20<LordAro>i don't think there's anything newer, nothing on bananas, anyway
14:35<frosch123>i think some of the nrt sprites were even drawn for ogfx style
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15:02<andythenorth>all sprites are drawn afaik
15:02<andythenorth>they're in openttd.grf
15:03<andythenorth>unless someone redrew more in ogfx style?
15:04<frosch123>cursors and stuff were drawn in both styles
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15:21<DorpsGek_III>[OpenTTD/OpenTTD] SoothedTau left a comment on commit: Update src/video/cocoa/
15:25<DorpsGek_III>[OpenTTD/OpenTTD] LordAro opened pull request #7726: Prepare for 1.10.0-beta1 release
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15:26<frosch123>will anyone finish nrt before 1.10?
15:26*frosch123 hides
15:27<nielsm>correctness police lol
15:27<frosch123>it's hard to define correctness, if there isn't even a spec
15:28<frosch123>although "implementation defined" may be a spec :p
15:30<LordAro>frosch123: NRT itself is done...?
15:30<nielsm>some of the Add should be Feature IMO
15:30<LordAro>unless you're referring to NML and other things
15:30<LordAro>nielsm: probably
15:30<LordAro>feel free to review :)
15:31<supermop_Home_>can roads have more town flags yet?
15:31<supermop_Home_>should i touch my roads again?
15:31<frosch123>LordAro: i have honestly no idea what nrt is. only thing i know that the spec from january 2016 does not refelct at all what was merged
15:32<frosch123>if someone would have to update opengfx, they would have to reverse engineer nrt first
15:32<supermop_Home_>frosch123 i too have no idea what it actually is and if there are new better features i should support
15:32<thexa4>Hi, I made a pull request a few days ago (#7719) but I couldn't find much on the wiki on what the merge request process is. Is there anything I can do to make it easier to merge?
15:32<supermop_Home_>but my old grfs seem to work with it
15:32<frosch123>openttd.grf got new sprites which are not documented whatsoever
15:32<frosch123>i would bet, some are even unused
15:33<andythenorth>oof NRT
15:33<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh commented on pull request #7726: Prepare for 1.10.0-beta1 release
15:33<andythenorth>there is a PR in the NML repo
15:33<DorpsGek_III>[OpenTTD/OpenTTD] michicc left a comment on commit: Update src/video/cocoa/
15:34<nielsm>thexa4: technically there's nothing wrong with your PR, it's just nobody have taken the time to review it yet
15:35<nielsm>as it probably requires a bunch of testing including writing scripts using the feature
15:35<thexa4>no problem, just wanted to make sure I didn't miss anything. I have a script that uses the feature, will add a link to the PR.
15:36<+michi_cc>andythenorth: Is the contents of #7721 fine now or do you want to change anything? Please note that you have to reword/squash the second commit to make the commit checker give a green light.
15:36<DorpsGek_III>[OpenTTD/OpenTTD] thexa4 commented on pull request #7719: Add: Allow GameScript to demolish without a company
15:37<andythenorth>I don't think there's a better solution to 7721
15:37<andythenorth>on my screen, it results in a very muddy washed-out OpenTTD
15:38<andythenorth>but at least the fps isn't 12
15:38<nielsm>andythenorth: you never managed to get a device-dependent colorspace to work/not crash?
15:40<andythenorth>I didn't get it to work
15:40<andythenorth>I am not sure how
15:40<andythenorth>but it could be added later
15:40<andythenorth>depends on whether the fps benefit is worth the degraded appearance
15:41<andythenorth>I'd probably commit and see how much complaints there are
15:41<LordAro>"looks bad/different" is better than "barely runs"
15:42<andythenorth>the commit needs squashed
15:42<andythenorth>but I am playing multi-player tanks right now in a team :P
15:43<DorpsGek_III>[OpenTTD/OpenTTD] LordAro commented on pull request #7726: Prepare for 1.10.0-beta1 release
15:46<DorpsGek_III>[OpenTTD/OpenTTD] andythenorth updated pull request #7721: Fix: change Quartz driver colorSpace handling to address certain macO…
15:46<andythenorth>ignore that
15:46<andythenorth>needs squashed
15:49<DorpsGek_III>[OpenTTD/OpenTTD] andythenorth updated pull request #7721: Fix: change Quartz driver colorSpace handling to address certain macO…
15:49<andythenorth>maybe this one works
15:49*andythenorth still git idiot
15:49<Samu>git gud
15:51<DorpsGek_III>[OpenTTD/OpenTTD] LordAro approved pull request #7721: Fix: change Quartz driver colorSpace handling to address certain macO…
15:57<andythenorth>does that include michi's change?
15:57<andythenorth>it's 100% possible I haven't squashed correctly
15:58<+glx>I see it in the commit
16:00<DorpsGek_III>[OpenTTD/OpenTTD] LordAro approved pull request #7719: Add: Allow GameScript to demolish without a company
16:09<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh merged pull request #7721: Fix: change Quartz driver colorSpace handling to address certain macO…
16:13<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh updated pull request #7723: Prepare for release 1.9.3
16:15<nielsm>that should be everything required for 1.9.3
16:15<LordAro>bring the dates forward by a day and release it tonight?
16:15<nielsm>not sure
16:16<nielsm>I think I'd like to have a set of builds from the buildbot for smoke testing before doing a real release
16:17<LordAro>we could call it... "candidate for release"
16:18<Samu>I'm falling asleep already :|
16:23<Samu>I still don't understand why my AI has a preference for mail routes
16:24<Samu>maybe Im requesting too much passenger production from towns
16:24<Samu>in relation to mail
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16:44<nielsm> <- fresh recordings of the MT-32 versions of TTO theme and Easy Driver, played on proper hardware synth
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16:44<nielsm>the MT-32 versions are distinct from the FM synth and General MIDI ones!
16:45<nielsm>not just because of the different synth, it's actually unique midi data
16:50<DorpsGek_III>[OpenTTD/OpenTTD] j-pet opened pull request #7727: Fix: Use natural sort when sorting the file list.
16:59<LordAro>nielsm: ^ 1.9.3? :>
17:02<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh updated pull request #7723: Prepare for release 1.9.3
17:03<nielsm>I'm probably doing something wrong in labeling in all the auxillary files also containing version information, if this is to be an RC
17:04<LordAro>probably doesn't matter too much...
17:16<+glx>maybe debian stuff needs more
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17:19<DorpsGek_III>[OpenTTD/OpenTTD] glx22 commented on pull request #7723: Prepare for 1.9.3 release candidate
17:21<nielsm>glx: anything else?
17:21<+glx>I think I need to check previous tags :)
17:24<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh updated pull request #7723: Prepare for 1.9.3 release candidate
17:26<frosch123> <- it's described there
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17:29<DorpsGek_III>[OpenTTD/OpenTTD] nielsmh updated pull request #7723: Prepare for 1.9.3 release candidate
17:29<nielsm>that should really be everything done
17:33<+glx>seems ok
17:38<DorpsGek_III>[OpenTTD/OpenTTD] glx22 approved pull request #7723: Prepare for 1.9.3 release candidate
17:38<nielsm>preparing a newspost atm
17:38<+glx>another review would be nice, just to be sure
17:40<LordAro>do translations need updating?
17:40<LordAro>or leave that til actual release?
17:42<nielsm>if someone knows how to merge translations please do so
17:42<nielsm>it can probably wait until actual release
17:42<+glx>someone used to have a script
17:42<DorpsGek_III>[OpenTTD/website] nielsmh opened pull request #100: Add: Release 1.9.3 newspost
17:43<nielsm>one hundred!
17:43<LordAro>frosch123 has done it in the past...
17:44<LordAro>should be added to the wiki page either way :p
17:47<frosch123> <- i uses that for the 1.7 series
17:48<frosch123>can't remember whether there were corner cases where it failed
17:56<nielsm>can someone else review/merge the RC and then tag it? I can't stay up for much longer
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18:10<LordAro>frosch123: needed some minor tweaks to use utf-8 when reading files (i'm on windows right now), but otherwise seems to work well
18:12<DorpsGek_III>[OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7723: Prepare for 1.9.3 release candidate
18:12<DorpsGek_III>[OpenTTD/OpenTTD] LordAro updated pull request #7723: Prepare for 1.9.3 release candidate
18:12<DorpsGek_III>[OpenTTD/OpenTTD] LordAro approved pull request #7723: Prepare for 1.9.3 release candidate
18:12<LordAro>but now they're my changes :>
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18:20<DorpsGek_III>[OpenTTD/OpenTTD] glx22 approved pull request #7723: Prepare for 1.9.3 release candidate
18:23<DorpsGek_III>[OpenTTD/OpenTTD] LordAro merged pull request #7723: Prepare for 1.9.3 release candidate
18:23<DorpsGek_III>[OpenTTD/OpenTTD] LordAro pushed 12 commits to release/1.9
18:23<DorpsGek_III> - Fix: Narrowing cast in one storybook command (by nielsmh)
18:23<DorpsGek_III> - Fix: Typo in running costs help text (by nikolas)
18:23<DorpsGek_III> - Fix: RemoveAirport function now returns with 'Aircraft in the way' error message as it should be. (by j-pet)
18:23<DorpsGek_III> - Fix #7655: Decrease buttons in cheat window do not work properly (by TTrebron)
18:23<DorpsGek_III> - Fix #7704: [OSX] Handle malformed UTF8 strings (by uvealonso)
18:23<DorpsGek_III> - Fix #7692: Added industry tile to GetOrderCmdFromTile() (#7709) (by JMcKiern)
18:23<DorpsGek_III> - Fix #7702: Scaling for highscore screen (by nielsmh)
18:23<DorpsGek_III> - Fix #7626: Allow building drive-through stops over one-way/blocked roads owned by towns (instead of crashing). (by ddm999)
18:23<DorpsGek_III> - Fix #7188: check the validity of command callback for scripts (#7701) (by glx22)
18:23<DorpsGek_III> - Fix: change Quartz driver colorSpace handling to address certain macOS performance issues (#7644) (by andythenorth)
18:23<DorpsGek_III> - Update: Changelog for 1.9.3-RC1 and prepare for release (by nielsmh)
18:23<DorpsGek_III> - Update: Translations (by LordAro)
18:23<LordAro>that seems... undesirable
18:24<+glx>hmm DorpsGek_III needs tweaking I guess
18:24<frosch123>who did s/maintainance/maintenance/ in en_US? :p
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18:25<LordAro>frosch123: google indicates maintainance is universally "wrong" ?
18:26<LordAro>glx: doesn't mention tags either, it would seem :>
18:26<frosch123>he, i googled... i assumed you would know :o
18:26<LordAro>en_US? nah
18:27<frosch123>but the base language (en_GB) is wrong, isn't it?
18:27<+glx>in 1.9 probably yes
18:27<+glx>it's a recent fix in master
18:27<LordAro>it got backported, don't worry :)
18:28<LordAro> it's working!
18:28<frosch123>oh, it was already fixed :)
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18:38<LordAro>don't know if anyone wants to bother with announcement for rc1
18:38<LordAro>but build is nearly finished, it'll appear on the website shortlyish
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19:09-!-DorpsGek changed the topic of #openttd to: 1.9.2, 1.9.3-RC1
19:10-!-mode/#openttd [+o glx] by DorpsGek
19:10-!-glx changed the topic of #openttd to: 1.9.2, 1.9.3-RC1 | Website: * (source: github, translator: translator, server list: servers, wiki: wiki) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only
19:11-!-mode/#openttd [-o glx] by DorpsGek
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22:57<DorpsGek_III>[OpenTTD/OpenTTD] SoothedTau left a comment on commit: Update src/video/cocoa/
---Logclosed Sun Sep 08 00:00:04 2019