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#openttd IRC Logs for 2020-10-17

---Logopened Sat Oct 17 00:00:46 2020
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02:45<DorpsGek_III>[OpenTTD/team] borek01 opened issue #57: [pl_PL] Translator access request
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10:02<FLHerne>Aaargh, the deprecation spam when compiling old-FIRS
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10:06<FLHerne>I think nml needs some filters
10:06<FLHerne>Or maybe stop printing them after the <nth> warning?
10:06<andythenorth>how often do we anticipate people compiling old FIRS?
10:07<LordAro>an equivalent of -Wno-deprecated might be nice
10:07<FLHerne>I think I can understand 'accept_cargo_types' is deprecated, consider using 'cargo_types' instead after the first warning, I don't need another 500
10:08<FLHerne>andythenorth: Until you make v4 the master branch, or I stop forgetting to check it out :p
10:09<andythenorth>what's left to finish in FIRS 4?
10:09*andythenorth checks the list
10:10<andythenorth>oh shitloads
10:10<andythenorth>including closure, which is impossible
10:10<andythenorth>probably strikethrough that
10:10<FLHerne>Always good to keep an impossible task
10:10<FLHerne>Then there's no pressure to finish the others, because they're not on the critical path
10:11<andythenorth>there's only about 20 things left to do
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10:13<TrueBrain>bah .. ideally I want to upgrade mediawiki before comparing HTML .. the HTML of our version is .. shitty? :P
10:13<FLHerne>Actually, impossible tasks aren't ideal
10:13<FLHerne>What you really need is a task that relies on something outside your control, that isn't going to happen, hypothetically happening at some point
10:14<FLHerne>Are you sure the new version is any less shitty?
10:14<TrueBrain>the HTML got some love
10:14<TrueBrain>and uses more modern functionalities
10:14<TrueBrain>owh well .. I just have to proof once it is (near) identical :D
10:20<TrueBrain>the use of capitals in our wiki is a total mess :D
10:23<+glx>FLHerne: yeah nml warns very easily and too much, but there's no way to filter warning types yet
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10:30<FLHerne>glx: Yeah, I was thinking of adding it (again)
10:31<+glx>I'm looking at it too
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10:34<+glx>oh and #78 will add more warnings ;)
10:38<TrueBrain>(foo * 4) % 5 + 6) <- 160? Lol .. wtf is 160, lets find out ..
10:41<LordAro>glx: you should merge #103
10:41<LordAro>you know you want to
10:42<LordAro>or #70
10:42<LordAro>one of them, at least
10:55<DorpsGek_III>[OpenTTD/nml] glx22 approved pull request #70: Reduce boilerplate for creating BinOps
11:05<FLHerne>glx: I need to fix the circular import
11:06<FLHerne>The trivial way would be to import binop inside the function call, but that might hurt performance a bit
11:06<FLHerne>Eh, I'll do it
11:06<TrueBrain>w00p, the diff of comparing with mediawiki starts to become really small for some complex pages .. :D Hopefully soon I can just run the whole wiki :P I like knowing the parser does what it should be doing :D
11:06<+glx> <-- 1 more error won't change too much there ;)
11:07<FLHerne>I'm quite sure it's not actually a problem, it just upsets the checker
11:07<LordAro>it'd be nice to fix for code-cleanliness reasons, but ultimately we can just make the error as a false positive/won't fix
11:08<LordAro>mark the error*
11:09<DorpsGek_III>[OpenTTD/nml] FLHerne commented on pull request #70: Reduce boilerplate for creating BinOps
11:10<DorpsGek_III>[OpenTTD/nml] FLHerne merged pull request #70: Reduce boilerplate for creating BinOps
11:11<FLHerne>LordAro: I guess that clears the way for your even bigger mass change :p
11:14<FLHerne>LordAro: Oh, at least can use the new BinOp style
11:15<LordAro>already reached that conflict :)
11:15<FLHerne>Well, you'd see the rebase conflict anyway
11:17<DorpsGek_III>[OpenTTD/nml] glx22 updated pull request #78: Add: optimise switches
11:17<+glx>(useless rebase ;) )
11:18<FLHerne>glx: Is anything needed for that one?
11:20<+glx>it should be ok, all my local tests passed
11:21<DorpsGek_III>[OpenTTD/nml] LordAro updated pull request #103: Blacken & Flake8 nml
11:21<LordAro>so very glad i rewrote the PR to break the changes up into re-runnable chunks
11:21<LordAro>only had to fix 4 new flake8 errors :p
11:21<+glx>not bad :)
11:22<LordAro>ah crap, missed something
11:23<LordAro>except... no i didn't?
11:26<DorpsGek_III>[OpenTTD/nml] LordAro updated pull request #103: Blacken & Flake8 nml
11:27<LordAro>ooh, forgot the line length
11:28<DorpsGek_III>[OpenTTD/nml] LordAro updated pull request #103: Blacken & Flake8 nml
11:28<LordAro>well, the diff output will be useful anyway
11:32<DorpsGek_III>[OpenTTD/team] Anne017 opened issue #58: [fr_FR] Translator access request
11:32<DorpsGek_III>[OpenTTD/team] glx22 commented on issue #58: [fr_FR] Translator access request
11:33<LordAro>38 seconds
11:33<LordAro>glx: you're slacking
11:49<TrueBrain>Especially as another is open for longer :p
11:50<DorpsGek_III>[OpenTTD/team] glx22 commented on issue #57: [pl_PL] Translator access request
11:50<+glx>ah yes
11:55<FLHerne>LordAro: I guess the CodeQL issues are just reformatted versions of existing ones...
11:56<FLHerne>The ones I checked so far are
11:56<LordAro>FLHerne: yeah
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11:58<andythenorth>nml release? o_O
11:58<LordAro>only codechanges really
11:58<LordAro>but we could do
12:04<FLHerne>LordAro: What does the `assignment` -> `existing_assignment` change fix?
12:04<FLHerne>It seems to just add verbosity for no reason
12:05<FLHerne>(in 'non-formatting-related flake8 fixes')
12:09<LordAro>FLHerne: there's an import named assignment
12:09<LordAro>so fixing variable shadowing
12:17*FLHerne tries to think of a shorter different name :p
12:17<FLHerne>LordAro: What's going on with "Move Action0 properties table..."? It's a bit hard to interpret the every-line-changed diff :p
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12:19<+glx>the PR is easier to read now, with all the commits, than the last time :)
12:19<andythenorth>hmm will deliveroo arrive on time?
12:19<FLHerne>Oh, I see
12:21<LordAro>FLHerne: there's a few commits you just have to trust that i only moved code, rather than actually changed anything :p
12:23<andythenorth>we have complete test coverage.....right? :P
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12:24<LordAro>andythenorth: i don't think anyone's dared measure it
12:26<DorpsGek_III>[OpenTTD/nml] FLHerne commented on pull request #103: Blacken & Flake8 nml
12:31<DorpsGek_III>[OpenTTD/nml] FLHerne commented on pull request #103: Blacken & Flake8 nml
12:34<DorpsGek_III>[OpenTTD/nml] FLHerne commented on pull request #103: Blacken & Flake8 nml
12:34<FLHerne>LordAro: ^comments
12:35<DorpsGek_III>[OpenTTD/nml] LordAro commented on pull request #103: Blacken & Flake8 nml
12:35<DorpsGek_III>[OpenTTD/nml] LordAro commented on pull request #103: Blacken & Flake8 nml
12:37<FLHerne>LordAro: I meant 'mapped' instead of 'existing_assignment'
12:37<FLHerne>i.e. `for mapped in self.mapping`
12:38<LordAro>is that meaningful?
12:38<FLHerne>I think so?
12:38<LordAro>"mapped" is very different to "assignment"
12:38<LordAro>but i don't really know the code
12:40<+glx>it's for recolour sprites
12:40<FLHerne>LordAro: Recolour sprites are a mapping of one or more (ranges of) colours to different ones
12:40<FLHerne>Each assignment is one mapped colour [range?]
12:41<FLHerne>At least if I understand the code correctly
12:41<FLHerne>Incidentally, I note that it's "Recolor sprite" in the NFO docs and "Recolour sprite" in NML :p
12:43<+glx>so mapping is a list of assignment.Assignment
12:44<FLHerne>[afk, walk dog while light-ish]
12:44<LordAro>"for recolour in self.mapping:" ?
12:47<+glx>seems accurate
12:49*andythenorth could get a dog
12:49<DorpsGek_III>[OpenTTD/nml] LordAro updated pull request #103: Blacken & Flake8 nml
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13:04<DorpsGek_III>[OpenTTD/nml] LordAro approved pull request #78: Add: optimise switches
13:14<DorpsGek_III>[OpenTTD/nml] glx22 merged pull request #78: Add: optimise switches
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13:16<DorpsGek_III>[OpenTTD/nml] LordAro updated pull request #103: Blacken & Flake8 nml
13:21<FLHerne>LordAro: +1
13:23<FLHerne>LordAro: I thought about the action0properties thing a bit more, I still think it's wrong :-(
13:24<FLHerne>Semantically, it's a mapping from specific, meaningful, not-quite-contiguous values to each set of properties
13:25<FLHerne>A dict represents that better than a list
13:25<LordAro>i agree, but that's a bigger change than i was willing to go to
13:25<FLHerne>And the reason it avoids #fmt on/off is that it moves all the pieces of code away from where they're actually used
13:26<FLHerne>Which makes it harder to read, not easier
13:26<FLHerne>At the moment, all the property-specific helper functions are next to the one or two properties they're used for
13:27<FLHerne>It was a dict already, no?
13:27<LordAro>it used hex indices, which made it a little less clear
13:28<FLHerne>Oh, you're right
13:28<FLHerne>I don't think the hex indices make it less clear
13:28<FLHerne>They're not arbitrary
13:29<LordAro>they make it less clear between whether it's a list or dict, i mean
13:29<+glx>hex should be replaced with named values at some point probably
13:29<LordAro>but i added the big comments with titles
13:29<FLHerne>The comments do make it more clear
13:29<LordAro>just as clear as it was, imo, even more so for the ones that are None
13:30<LordAro>i do agree with the whole splitting code/data though, but i can't really think of a better solution
13:30<LordAro>splitting it into individual files per property, perhaps?
13:30<FLHerne>I think that would probably be overkill
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13:31<FLHerne>In the short term, more #fmt comments? :p
13:31<LordAro>*i guess*
13:31<FLHerne>Maybe it would make sense to split them out a bit
13:32<FLHerne>e.g. all the tracktype properties in one file would make some sense
13:33<FLHerne>But it's kind of nice to have them together, e.g. would have been marginally more annoying otherwise
13:34<FLHerne>I don't love any of the possible solutions :-/
13:45<FLHerne>andythenorth: Dogs are good
13:52<DorpsGek_III>[OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
13:52<DorpsGek_III> - Update: Translations from eints (by translators)
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14:53<andythenorth>oof too much tanks
14:53<andythenorth>not enough beer
14:53<andythenorth>priorities all wrong
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15:01<FLHerne>Not tanks of beer, then
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15:21<TrueBrain>yippie, my compare script was not for nothing ..
15:21<TrueBrain>-<tr style="background-color:transparent">
15:21<TrueBrain>it finds mistakes in my renderer :D
15:30*andythenorth plays openttd
15:46<FLHerne>CodeQL seems to be producing some nonsense errors :-(
15:47<FLHerne>`mul` should always be an integer, which isn't mutable
15:47<FLHerne>And if you click 'Show paths' to see why it disagrees, it just highlights odd ranges at random
15:49<andythenorth>hmm how do pre-signals work?
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15:59<andythenorth>I don't think pre-signals help me
15:59<andythenorth>I want a signal that paths can be reserved through
16:00<andythenorth>but a train will safely stop at if it cannot reserve a path
16:00<andythenorth>this would allow prioritising merges
16:08<FLHerne>andythenorth: Presignals can do that for you
16:12<andythenorth>seems I don't mean a merge
16:13<andythenorth>1 line per train anyone? o_O
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16:33<FLHerne>What do you mean by a merge, then?
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17:07<DorpsGek_III>[OpenTTD/OpenTTD] embeddeddev opened issue #8330: No installation on Ubuntu 20.10 possible
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17:19<andythenorth>is naptime?
17:19<andythenorth>FLHerne I mean a junction, nothing like a merge
17:20<andythenorth>it's a crossing, trains from sources A and B can choose between destinations C and D, and I wanted to prioritise trains on the track from A
17:21<andythenorth>but I replaced it with dedicated lines for each source-destination instead, much easier
17:23<andythenorth>also naptime
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18:34<rptr_>is there some overview of all players'/ais' numbers? like num stations, trains, etc, in graph/ overview form?
18:35<Eddi|zuHause>not that i know of
18:35<rptr_>would that be considered not appropriate? i think i read that things should not be added that were not in the original TTD game?
18:35<Eddi|zuHause>that does not sound like a useful rule
18:36<rptr_>i'm sure i read it somewhere!
18:36<Eddi|zuHause>the only real rule i know of is "no war stuff"
18:37<+glx>haha there are many things in openttd that were not in original TTD
18:37<rptr_>hm. well i haven't played ttd so i don't know how many of the things in menus etc were not in original TTD
18:37<+glx>more visible one being newgrf ;)
18:37<rptr_>maybe that i read was someone's opinion on the forum/bug tracker
18:37<rptr_>i guess i was talking about fundamental stuff like user interface, adding a new menu/window
18:38<rptr_>i guss cargo flow is new and not in ttd
18:38<Eddi|zuHause>we already have a graph menu
18:38<Eddi|zuHause>while you're there, the graphs we have are in serious need of an overhaul :)
18:39<rptr_>maybe you don't find the player overview idea (i am comparing AIs right now) useful. but i had something in mind like graphs for trains/rail pieces/planes or just a table of numbers
18:40<rptr_>sort of like if you click a company and it tells you the number of rail pieces etc, but all in one page
18:40<+glx>company windows shows the vehicle numbers IIRC
18:43<rptr_>yes, but not all companies' numbers in one window
18:44<rptr_>Eddi|zuHause, what needs to be fixed with the graphs?
18:48<Eddi|zuHause>rptr_: i don't really remember right now. i think people complained the most about the payment graph
18:49<rptr_>ah yeah. it was a bit confusing to me at first
18:50<Eddi|zuHause>what i was missing in particular was some kind of histogram what actual points of the payment graph my network currently delivers
18:51<rptr_>i usually look at the timetable of a train and check how long it travelled, but not very easy i guess
18:52<rptr_>might be good to have it on the trains themselves as well
18:53<rptr_>hm that sounds really cool, what you said
18:54<rptr_>so like, overlaying the current graph over a histogram? so you could see the volume of each transit-time for e.g. coal
18:54<rptr_>i guess overlaying isn't necessary
18:56<Eddi|zuHause>the graph has these rectangle nodes, they could be made bigger depending on the volume transported
18:58<Eddi|zuHause>another thing that might be useful with the graph is to set the axis to a time, speed, or distance
19:01<rptr_>it would have to take into account the timespan though
19:01<Eddi|zuHause>that might work, but how are you handling multiple selections?
19:01<rptr_>i am not, that's just GIMPed
19:01<rptr_>or you mean hypothetically? not sure
19:02<rptr_>could just draw them in order so they overshadow each other, or accumulate
19:02<rptr_>so you'd get a rainbow box
19:02<rptr_>grey, red, white, all together
19:02<rptr_>(that's not really a rainbow :p)
19:02<Eddi|zuHause>i'm not 100% convinced
19:03<rptr_>might as well make it a new window then
19:04<Eddi|zuHause>that's not a working link
19:04<rptr_>god i hate imgur
19:04<rptr_>doesn't work even when i allow it in noscript
19:05<rptr_>so that is an "addition" histogram if that makes sense
19:06<Eddi|zuHause>yeah, i knew what you meant.
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20:56<DorpsGek_III>[OpenTTD/OpenTTD] Cin316 commented on issue #8300: Low framerate on macOS
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---Logclosed Sun Oct 18 00:00:48 2020