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#openttd IRC Logs for 2021-01-13

---Logopened Wed Jan 13 00:00:52 2021
00:17<@DorpsGek>[OpenTTD/OpenTTD] telk5093 commented on issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
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01:52<@DorpsGek>[OpenTTD/OpenTTD] andythenorth commented on issue #8551: Flat maps of arctic and tropical climates are completely inaccessible https://git.io/JLh6Z
01:52<@DorpsGek>[OpenTTD/OpenTTD] andythenorth closed issue #8551: Flat maps of arctic and tropical climates are completely inaccessible https://git.io/JLh6Z
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03:26<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
03:32<TrueBrain>fonts ... you got to love fonts ... :D
03:38<LordAro>andy laying down the law in #8551
03:38<TrueBrain>well, I already unsubscribed from the issue, so I can't blame him :D
03:42<TrueBrain>https://github.com/OpenTTD/OpenTTD/pull/8540 <- hmm .. seems we should have this before we release beta I guess?
03:44<TrueBrain>seems something that looked like a good idea, has all kinds of side-effects :P
03:44<TrueBrain>and I can't review it, as I don't understand any of it :D haha :)
03:50<reldred>Lol, just read Andy in #8551... Glorious.
03:55<TrueBrain>some tickets need certain .. "tact" :)
04:12<andythenorth>I tested it, there are maps, they work
04:12<andythenorth>not even being an ass, it works as expected
04:14<andythenorth>arctic snowline 2, height 15, map very flat: result, very flat map *with* snow
04:19<reldred>who the fuck plays a flat arctic map
04:19<reldred>get outta here, go play temperate.
04:21<andythenorth>play styles :P
04:21*andythenorth does not give reldred ticket reply rights :)
04:21<TrueBrain>can I? :D
04:22<andythenorth>I can't stop you...
04:22<TrueBrain>he uses less words to say the same :P
04:22<TrueBrain>WELL TRY TO STOP ME
04:22<reldred>Ahahahah. No. Don't give me permissions over anything.
04:23<reldred>It's taken long enough for most people to forget who I am and the sheer terror I wrought, let's not give me an opportunity to go back to my old ways 😂😂😂
04:24<reldred>God I was such a little shit
04:25<@orudge>It looks like the signing problems that I was tearing my hair out about might be because the executable name in Info.plist was being generated as "OpenTTD" instead of "openttd"...
04:25<andythenorth>TrueBrain the passwords discussion might get a similar contribution from me
04:25<andythenorth>"WTF? Why invent all these problems?"
04:26<TrueBrain>orudge: ... the small things :(
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04:57<@orudge>TrueBrain: hurrah, successfully signed and notarised build, which opens fine on M1 :)
04:57<TrueBrain>\o/
04:57<TrueBrain>that is good news
04:57<TrueBrain>now to include this in GitHub Actions, I guess :)
04:59<TrueBrain>is it difficult to do, or is it like 1 switch and done?
04:59<Timberwolf>TrueBrain: Yes (well, I'm biased) - I've been trying to play as much as I can using that code to see if anything else crops up.
04:59<TrueBrain>lol, they email us every time we notarize orudge ... that will be annoying :D
04:59<Timberwolf>I don't think anything touches the randomiser but I should probably rope every PC I can find into a fake multiplayer game.
04:59<TrueBrain>Timberwolf: yeah, this happens with these kind of changes .. it starts small .. and BOOM :D
05:00<TrueBrain>(it is not a negative thing or anything, just a common chain of events :P)
05:00<TrueBrain>I still very much like things that makes things go faster :)
05:01<@orudge>[09:59:40] <TrueBrain> lol, they email us every time we notarize orudge ... that will be annoying :D <-- I was just thinking that
05:01<@orudge>[09:59:10] <TrueBrain> is it difficult to do, or is it like 1 switch and done? <-- it's done :)
05:02<TrueBrain>orudge: well, I doubt GitHub Actions now sign the binary all of a sudden, so .. I was wondering if it is just something simple you have to change for it to sign binaries, or that is this complex instructions you had to follow :)
05:02<@orudge>I mean, I have it working in GitHub Actions
05:03<@orudge>Just need to add the secrets into the OpenTTD repository
05:03<@orudge>and submit the PR
05:03<@orudge>though I will need to ensure others can still do builds in their own repos without the secrets in place
05:03<TrueBrain>still doesn't really answer the question: is this a lot of changes :P But I guess I will see the PR when it arrives ;)
05:05<Timberwolf>Yep. Well... given I started with "I can just backport it from JGR, the player base is big enough they should have found any bugs by now"... :)
05:05<TrueBrain>Timberwolf: classic :D
05:06<@orudge>TrueBrain: no, it's not a lot of changes :)
05:06<@orudge>Though I will now look into making it a universal binary (as a separate PR) too
05:07<TrueBrain>and windows signing? :D
05:07<@orudge>That'll be next on the list :)
05:10<TrueBrain>if I can help, even with cleaning up your current work or something, just let me know
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05:32<@orudge>TrueBrain: https://github.com/OpenTTD/OpenTTD/compare/master...orudge:sign-macos
05:32<@orudge>Just running it one more time to verify, but it should be straightforward
05:33<@orudge>The code signing is fine with an empty APPLE_DEVELOPER_CERTIFICATE_ID (it just skips signing)
05:33<@orudge>and I've put in a check so the notarization won't run if AC_USERNAME is missing
05:33<@orudge>I don't know what happens with the importing certificate bit if that's missing, will need to test
05:33<TrueBrain>better to set an "if" on the step, but those are minor details
05:34<TrueBrain>AC_PASSWORD .. password of what is this exactly?
05:34<LordAro>`set -eu` in the bash script too
05:34<@orudge>TrueBrain: Apple ID (app-specific password)
05:35<TrueBrain>yeah, okay, app specific, good :)
05:35<@orudge>TrueBrain: I read something that said you couldn't do an 'if' on a github secret, haven't tested it
05:35<TrueBrain>as long as it is not the account password or something stupid :P
05:35<@orudge>No :)
05:36<TrueBrain>hmm, no, you cannot do "if" on a secret, that is true .. I understand why they did that, but just "does this exist" would have been nice :D
05:39<TrueBrain>on some repos I have done this by checking it is not a fork, but that is not completely ideal
05:39<@orudge>Mm
05:39<@orudge>Somebody might want to sign their own binaries I suppose
05:39<TrueBrain>yeah, exactly
05:40<TrueBrain>in another repo I made a "bash" step that says an output to 1 if the secrets are set
05:40<TrueBrain>so I can skip other steps if they are not
05:40<TrueBrain>but that is nearly identical to what you already do
05:40<TrueBrain>(just split in 2 steps, but meh)
05:40<TrueBrain>so this will have to do for now, I guess :)
05:41<TrueBrain>don't forget to add an \ at the end of DCPACK_BUNDLE_APPLE_CODESIGN_PARAMETER btw
05:41<TrueBrain>the reason for that # EOF comment is so we can do that :)
05:41<LordAro>TrueBrain: i feel like running the CI by default on forks (notably master branch) is generally undesirable
05:41<LordAro>might want to add it generally
05:41<TrueBrain>LordAro: we cannot decide that for forks, honestly
05:42<TrueBrain>GitHub slowly is taking steps to disable them by default
05:42<TrueBrain>schedules etc already are
05:42<TrueBrain>but who are we to tell someone isn't going to use his fork as new "upstream"? :)
05:42<LordAro>mm, ok, if GH is moving in that direction it's probably fine
05:42<LordAro>should certainly be default off,imo
05:42<TrueBrain>but you can disable workflows these days .. I would expect that GH is going to disable all by default in forks
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05:43<TrueBrain>yeah, it is a weird choice to have them on by default, for sure :)
05:43<TrueBrain>most workflows are disabled on my forks, I got so annoyed by it :P
05:43<@orudge>TrueBrain: btw, I don't seem to have access to the Settings page for the OpenTTD repo to add the secrets. I can put the secrets somewhere less secret for somebody else to add them if you don't want to give me privileges to do so I guess :)
05:43<TrueBrain>but in the GitHub workflow it is also not common to push to your master (of your fork), ironically
05:44<TrueBrain>orudge: well, I assume you put them in 1Password already, for one
05:44<TrueBrain>and I can check why you can't access that :)
05:44<@orudge>I will do so
05:44<TrueBrain>all secrets in GitHub are also in 1Password
05:44<TrueBrain>just because you cannot view them, only change
05:44<@orudge>Yep
05:44<@orudge>Will put the cert there, etc
05:44<TrueBrain>so in case someone makes a stupid mistake ........ :P
05:44<TrueBrain>NEVER happened before
05:44<TrueBrain>I did NOT have to generate 4 new keys because I did something stupid
05:44<TrueBrain>did NOT happen :D
05:44<@orudge>Heh
05:46<TrueBrain>yeah, you indeed don't have access .. we have organization owners (which you are not) or write-only (no-admin)
05:47<@orudge>OK, well, I'll stick the secrets into 1Pass shortly
05:47<TrueBrain>you are now owner
05:47<TrueBrain>I removed pm from "owner", as I haven't seen him active in months
05:47<TrueBrain>just to limit the amount of inactive owners we have :)
05:48<@orudge>Thanks
05:48<TrueBrain>orudge went from access to 3 repos to access in 38 repos
05:48<TrueBrain>I HOPE YOU ENJOY THAT :P
05:48<TrueBrain>:D
05:49<TrueBrain>I could also have given you only admin rights on OpenTTD repo, but that was more effort :P
05:52<Samu>Rocks don't spawn in the desert?
05:53<Samu>interesting
05:54<Samu>wow, they're consumed imediately by desert
06:10<@orudge>I'll set up a filter to deal with the notarisation e-mail spam by the way
06:10<@orudge>Secrets are in 1Password and also in GitHub now
06:11<TrueBrain>can't you just configure notification on apple.com?
06:11<@orudge>Possibly
06:11<@orudge>Will check
06:11<TrueBrain>sounds like a better approach :D
06:12<@orudge>Apparently, no, you can't :D
06:12<TrueBrain>can we rename AC_ into something more descriptive btw .. hmm
06:12<@orudge>We can do
06:12<TrueBrain>APPLE_APPLIATION_USERNAME ?
06:12<TrueBrain>without the typos
06:12<@orudge>:)
06:13<TrueBrain>if you can, would be nice :)
06:14<TrueBrain>if [[ -z "${AC_USERNAME}" ]]; then <- double [ and ] ? One is enough, not? Don't forget the "set -e" btw :)
06:15<TrueBrain>and maybe check if "dmg_filename" is empty after the expansion, and give an error; just in case a human tries to execute it without running cpack first?
06:16<@orudge>If it's empty, 'gon' will simply fail
06:16<@orudge>(plus they may well not have it installed in the first place)
06:16<TrueBrain>yeah, but with an error the user might not understand :)
06:16<@orudge>so I'm not sure it's worth it :)
06:16<@orudge>I'll maybe add a comment to the script though
06:16<@orudge>to explain what it actually does
06:16<@orudge>and how to use it
06:16<TrueBrain>so just printing that they should run "cpack" first goes a long way :)
06:16<@orudge>Plus if you've run cpack and not signed it then it will also fail
06:16<@orudge>so I'll document that a bit
06:17<TrueBrain>not having "gon" installed a user will notice, as it will tell it cannot find gon :) When gon is called with an empty filename to notarize .. not sure what it returns, but I am pretty sure it will be very unclear :P
06:42<Samu>I'm having a hard time picking a colour for rainforest
06:50<@DorpsGek>[OpenTTD/OpenGFX] LordAro opened issue #48: New icons required for renaming and go-to-location https://git.io/Jtflw
06:52<@DorpsGek>[OpenTTD/OpenTTD] erenes commented on issue #8560: Plane sprite and shadow get reversed when terrain under hangar tile of airport is lowered https://git.io/JtvFe
06:55<@DorpsGek>[OpenTTD/OpenTTD] James103 commented on issue #8560: Plane sprite and shadow get reversed when terrain under hangar tile of airport is lowered https://git.io/JtvFe
06:58<@DorpsGek>[OpenTTD/OpenTTD] erenes commented on issue #8560: Plane sprite and shadow get reversed when terrain under hangar tile of airport is lowered https://git.io/JtvFe
07:01<@DorpsGek>[OpenTTD/OpenTTD] orudge opened pull request #8561: Feature: Sign macOS builds https://git.io/Jtflh
07:01<@DorpsGek>[OpenTTD/OpenTTD] James103 commented on issue #8560: Plane sprite and shadow get reversed when terrain under hangar tile of airport is lowered https://git.io/JtvFe
07:02<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on issue #8560: Plane sprite and shadow get reversed when terrain under hangar tile of airport is lowered https://git.io/JtvFe
07:22<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #8561: Feature: Sign macOS builds https://git.io/Jtf86
07:22<TrueBrain>very minor stuff :)
07:23<@DorpsGek>[OpenTTD/OpenTTD] SamuXarick opened pull request #8562: Feature: Show rainforest under vegetation on small map https://git.io/Jtf8i
07:23<TrueBrain>orudge: I assume this fixes #7826 btw
07:24<Samu>forgive me, for I have sinned
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07:43<LordAro>TrueBrain: it's getting quite long now https://gist.github.com/LordAro/1701f5a7d4ee5e2e0f6d036aea0bd9f6
07:43<TrueBrain>LordAro: wow :)
07:44<TrueBrain>50% of the features are of the last 2 months, oops
07:45<TrueBrain>what is the order of entries?
07:45<TrueBrain>(besides the obvious feature before add before change, ofc)
07:46<LordAro>reverse PR order
07:47<TrueBrain>ah :)
07:47<TrueBrain>maybe we should just sort it or something?
07:47<LordAro>(with lower number taking priority if multiple)
07:47<TrueBrain>dunno
07:47<TrueBrain>but I like your list
07:47<TrueBrain>and I like how you summarized a lot of things :)
07:48<LordAro>:)
07:48<LordAro>in svn times it was sorted by reverse revision number
07:48<LordAro>this seemed the natural progression
07:49<LordAro>because i'm definitely not going to the trouble of digging out the commit date :p
07:50<@DorpsGek>[OpenTTD/OpenTTD] telk5093 commented on issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
07:51<LordAro>oh hey, there were actually persian language updates
07:52<LordAro>it does seem approximately complete, perhaps it could be moved out of unfinished?
07:52<TrueBrain>go for it!
07:55<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
07:56<LordAro>as for the others - chuvash: 10 years, frisian: 2 years, ido: 10 years, macedonian: 8 years, maltese: 8 years, marathi: 7 years, urdu: 2 year
07:56<LordAro>just frisian & urdu changed in the git-era, but none of them since moving to GH eints
07:56<TrueBrain>so they should stay benched! :D
07:57<LordAro>probably :D
08:06<@DorpsGek>[OpenTTD/OpenTTD] LordAro opened pull request #8563: Prepare for 1.11.0-beta1 release https://git.io/Jtf4S
08:06<LordAro>there you go
08:12<@DorpsGek>[OpenTTD/OpenTTD] telk5093 commented on issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
08:15<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
08:15<TrueBrain>can you test A, user tests B .. ugh, now I have to test B too :P lazy
08:16<TrueBrain>looks good LordAro :)
08:16<TrueBrain>newgrf_revision only needs changing after branching, right?
08:17<@DorpsGek>[OpenTTD/OpenTTD] telk5093 commented on issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
08:18<@DorpsGek>[OpenTTD/OpenTTD] orudge commented on pull request #8561: Feature: Sign macOS builds https://git.io/JtfBu
08:19<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #8561: Feature: Sign macOS builds https://git.io/JtfBV
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08:21<LordAro>TrueBrain: probably? no real idea about that
08:22<@DorpsGek>[OpenTTD/OpenTTD] orudge commented on pull request #8561: Feature: Sign macOS builds https://git.io/JtfBP
08:22<@DorpsGek>[OpenTTD/OpenTTD] orudge updated pull request #8561: Feature: Sign macOS builds https://git.io/Jtflh
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08:22<@DorpsGek>[OpenTTD/OpenTTD] orudge commented on pull request #8561: Feature: Sign macOS builds https://git.io/JtfBX
08:22<@DorpsGek>[OpenTTD/OpenTTD] orudge commented on pull request #8561: Feature: Sign macOS builds https://git.io/JtfB1
08:22<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #8561: Feature: Sign macOS builds https://git.io/JtfBM
08:23<TrueBrain>orudge: there is this "Resolve conversation" button you can use :P
08:24<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
08:24<TrueBrain>LordAro: mind reviewing https://github.com/OpenTTD/OpenTTD/pull/8559 real quick? :)
08:26<@DorpsGek>[OpenTTD/OpenTTD] orudge commented on pull request #8561: Feature: Sign macOS builds https://git.io/JtfBN
08:27<@DorpsGek>[OpenTTD/OpenTTD] LordAro approved pull request #8559: Fix: tell the user if a font fails to load and fallback is about to be used https://git.io/JtfBh
08:27<TrueBrain>tnx LordAro
08:27<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain closed issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
08:27<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain merged pull request #8559: Fix: tell the user if a font fails to load and fallback is about to be used https://git.io/Jtvds
08:28<@DorpsGek>[OpenTTD/OpenTTD] orudge updated pull request #8561: Feature: Sign macOS builds https://git.io/Jtflh
08:28<@DorpsGek>[OpenTTD/OpenTTD] glx22 approved pull request #8559: Fix: tell the user if a font fails to load and fallback is about to be used https://git.io/JtfBj
08:28<@DorpsGek>[OpenTTD/OpenTTD] orudge commented on pull request #8561: Feature: Sign macOS builds https://git.io/JtfRe
08:28<+glx>haha I was late
08:29<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
08:29<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain reopened issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
08:29<TrueBrain>didn't mean to close it, oops .. :)
08:29<TrueBrain>orudge: anything that doesn't suggest it is a developers username, I am fine with :D
08:30<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain approved pull request #8561: Feature: Sign macOS builds https://git.io/JtfRT
08:30<TrueBrain>tnx anyway glx :)
08:31<@orudge>Right, now to get a certificate for Windows builds...
08:32<TrueBrain>orudge: ideally, we also error out if there is more than 1 dmg, but .. ugh .. there is only so much time I am willing to spend on such bash-scripts :P
08:33<@orudge>Yeah
08:33<@orudge>It's probably never going to be used by anybody other than GitHub Actions anyway
08:33<TrueBrain>I said that about many scripts :D
08:36<@DorpsGek>[OpenTTD/OpenTTD] telk5093 commented on issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
08:38<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
08:38<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain closed issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
08:38<TrueBrain>now that was a fun and productive interaction with a community member :)
08:45<@orudge>Certificate ordered for Windows, now will wait and see what happens with validation. Might take some time.
08:45<@DorpsGek>[OpenTTD/OpenTTD] orudge closed issue #7826: Mac OS binaries are unsigned https://git.io/Je2bo
08:45<@DorpsGek>[OpenTTD/OpenTTD] orudge merged pull request #8561: Feature: Sign macOS builds https://git.io/Jtflh
08:46<TrueBrain>which one did you go for? (just curious)
08:48<@DorpsGek>[OpenTTD/OpenTTD] LordAro approved pull request #8557: Change: darken the background of all graph to increase contrast https://git.io/JtfRM
08:48<TrueBrain>LordAro: are you okay with the issue that for the cargo-graph this doesn't make it better?
08:52<@orudge>TrueBrain
08:53<LordAro>TrueBrain: the cargo payment rate graph? looks fine to me
08:53<@orudge>TrueBrain: Sectigo, from basically the cheapest site I was able to find
08:53<@orudge>£60/year-ish
08:53<TrueBrain>that is cheap, nice orudge :)
08:53<@orudge>Now, they're trying to "validate" my phone number
08:54<@orudge>which of course does not appear anywhere in relation to OpenTTD because why would it
08:54<@orudge>So that might be interesting
08:54<@orudge>Might need to set up an OpenTTD phone number and stick it on the web site yet :P
08:54<TrueBrain>LordAro: "Dark background is not suitable for displaying payment rates charts of more complex industrial sets ", not sure how "bad" it is. Having 2 backgrounds is even worse in my opinion, so I guess the GRFs have to adjust :P
08:54<LordAro>yeah
08:54<TrueBrain>orudge: it is pretty common for phone numbers to not match, isn't it? :D
08:55<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain closed issue #8539: Graph Window - Colors of the mauve, dark green and purple companies are barely visible https://git.io/JLpHF
08:56<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain merged pull request #8557: Change: darken the background of all graph to increase contrast https://git.io/JtexM
08:56<LordAro>TrueBrain: firs4 looks fine, anyway :p
08:56<LordAro>couple of them are a bit dark, but not as bad as the company colours were
08:57<reldred>closed: get a better monitor
08:58<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on pull request #8550: Feature: "Remove all industries" button in scenario editor https://git.io/Jtf0U
08:58<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #8557: Change: darken the background of all graph to increase contrast https://git.io/Jtf0T
08:58<TrueBrain>LordAro: yeah, that was what I considered too ... many cases improve, while a few might degrade ... can't have them all :)
08:59<TrueBrain>funny how we all want the buttons next to each other :)
08:59<TrueBrain>I don't like the confirmation dialog on "create many" btw, that feels weird with the rest of the SE buttons
08:59<TrueBrain>but okay .. I might be biased towards consistency :P
09:00<TrueBrain>and lets enable preview, so we can test it :)
09:03<@DorpsGek>[OpenTTD/OpenTTD] glx22 approved pull request #8562: Feature: Show rainforest under vegetation on small map https://git.io/Jtf0W
09:04<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on pull request #8562: Feature: Show rainforest under vegetation on small map https://git.io/Jtf08
09:07<@DorpsGek>[OpenTTD/OpenTTD] SamuXarick commented on pull request #8562: Feature: Show rainforest under vegetation on small map https://git.io/Jtf0z
09:09<Samu>Rainforest vs Rainforest Land
09:09<Samu>Desert is just Desert
09:09<Samu>can also contain trees
09:09<Samu>Snow can also contain trees
09:09<LordAro>"Jungle", perhaps?
09:10<TrueBrain>Pretty sure last time I walked in a rainforest, it was not 100% trees :P
09:10<TrueBrain>there was room between trees to walk ;)
09:10<TrueBrain>"A rainforest is not defined by a single tree" :D
09:11<Samu>ok, then I'm renaming to Rainforest, where in the legenda should it be?
09:11<Samu>located
09:11<+glx>it's ok where it is no I think
09:11<+glx>*now
09:13<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/Jtf0i
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09:16<Samu>what about the colour?
09:17<TrueBrain>so by now this patch has been written 3 times ... once yesterday in chat, once in a PR, and now today again in chat :) You can't write the same patch often enough, I guess :)
09:18<@DorpsGek>[OpenTTD/OpenTTD] SamuXarick dismissed a review for pull request #8562: Feature: Show rainforest under vegetation on small map https://git.io/Jtf0W
09:18<@DorpsGek>[OpenTTD/OpenTTD] SamuXarick updated pull request #8562: Feature: Show rainforest under vegetation on small map https://git.io/Jtf8i
09:19<@DorpsGek>[OpenTTD/OpenTTD] SamuXarick commented on pull request #8562: Feature: Show rainforest under vegetation on small map https://git.io/Jtf0F
09:30<Samu>I tested 8556, but i think it's missing graphics
09:30<Samu>it works otherwise
09:31<LordAro>yes, ogfx will be missing icons
09:31<LordAro>i raised an issue about it
09:31<Samu>no, the diagonal crossing on roads
09:31<LordAro>oh
09:31<LordAro>it says that in the PR :p
09:32<TrueBrain>you ... read PRs? :P :P :P
09:32<Samu>erm kinda
09:32<TrueBrain>trollllllllolololol
09:32<TrueBrain>sorry LordAro , I just had to :)
09:32<LordAro>:p
09:32<Samu>it created some weird temporary files while testing
09:37<@DorpsGek>[OpenTTD/OpenTTD] SamuXarick commented on pull request #8547: Doc: add a png representation of the palette overlaid with indexes (dec) https://git.io/JtfE2
09:39<@DorpsGek>[OpenTTD/OpenTTD] LordAro approved pull request #8547: Doc: add a png representation of the palette overlaid with indexes (dec) https://git.io/JtfEo
09:39<+glx>8556 includes graphics, but you need grfcodec and nfor renum in the path I think
09:42<Samu>create many random towns doesn't have a confirmation box
09:42<Samu>why would industries have
09:42<Samu>and towns don't have a Remove All towns button :p
09:42<+glx>prevents accidental click on the button
09:46<+glx>lol at "new town" tooltip (and of course display of estimated cost) in scenario
09:49<Samu>text colour is yellow: https://i.imgur.com/JistbOc.png
09:49<+glx>is it me or there is no simple way to know the town layout once the town is created ?
09:50<Samu>the reset landscape is white
09:51<+glx>reset landscape should be yellow too
09:52<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/JtfuI
09:53<LordAro>glx: there is not, afaik
09:53<LordAro>(other than looking at it)
09:53<+glx>anyway town creation window looks ugly with all the buttons
09:54<+glx>dropdowns exists
09:57<@DorpsGek>[OpenTTD/OpenTTD] glx22 commented on pull request #8547: Doc: add a png representation of the palette overlaid with indexes (dec) https://git.io/JtfuG
09:57<Timberwolf>LordAro: Thanks, good stuff there. I should get some chance to work on it this evening.
09:57<Timberwolf>I also want to create a NewGRF that is outright abusive, a set of vehicles which radically change their offset and/or bounding box on every frame :)
09:58<@DorpsGek>[OpenTTD/OpenTTD] LordAro opened pull request #8564: Fix #8560: Planes were landing at the wrong height at airports with lowered hangar tiles https://git.io/JtfuC
09:58<LordAro>Timberwolf: oh no
09:58<TrueBrain>did LordAro take a day off or something? :D
09:58<LordAro>TrueBrain: i did not
09:58<LordAro>i should really do some actual work
09:58<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain approved pull request #8564: Fix #8560: Planes were landing at the wrong height at airports with lowered hangar tiles https://git.io/Jtfu8
09:58<TrueBrain>I do not mind this at all :P
09:59<LordAro>:p
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10:03<@DorpsGek>[OpenTTD/OpenTTD] glx22 approved pull request #8562: Feature: Show rainforest under vegetation on small map https://git.io/Jtfuo
10:04<Samu>*cough* #7822 in 1.11?
10:04<Samu>requires savegame upgrade
10:04<Samu>is missing
10:04<+glx>it needs intensive testing too I guess
10:04<Samu>it was skipped for 1.09, skipped for 1.10
10:05<@DorpsGek>[OpenTTD/OpenTTD] LordAro approved pull request #8562: Feature: Show rainforest under vegetation on small map https://git.io/Jtfui
10:05<Samu>sad face
10:05<@DorpsGek>[OpenTTD/OpenTTD] LordAro merged pull request #8562: Feature: Show rainforest under vegetation on small map https://git.io/Jtf8i
10:06<LordAro>i'm still not convinced it's the correct solution
10:06<@DorpsGek>[OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7822: Fix #7670: Cache the origin tile to prevent recurring calls to the road pathfinder when a vehicle is blocked by another https://git.io/JvcZs
10:06<LordAro>though i will dismiss the review
10:09<TrueBrain>I stopped reading after "but not fully tested" :)
10:09<Samu>keep reading
10:09<TrueBrain>nah
10:10<Samu>wish someone else could investigate the problem in visual studio or so, using breakpoints
10:11<@DorpsGek>[OpenTTD/OpenTTD] orudge commented on pull request #8518: [OSX] Replace FreeType by native glyph rasterization https://git.io/Jtfub
10:11<TrueBrain>in general, what that PR tells me: I did not really put effort in this, but it works for me, so now you spend a lot of effort confirming it is the right thing, and if not, fix it properly, k, tnx, bye
10:12<Samu>nearly
10:13<Samu>I did my investigation but there are just things that surpass my capabilities
10:13<Xaroth>then it shouldn't be a PR
10:14<Xaroth>it should then be a comment on an issue
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10:21<Samu>the issue report became kind of long, as I was trying to find the source of the problem along the way.
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10:22<Samu>until i found the right ingredients to have it to trigger
10:22<+glx>and github doesn't help when adding a new line for each rebase ;)
10:23<TrueBrain>glx: it doesn't in the issue ;)
10:23<TrueBrain>owh, you mean the reference thing
10:23<TrueBrain>yeah ... there is a reason I am no longer doing that for most commits ..
10:23<TrueBrain>it is a really stupid design in GitHub :)
10:24<TrueBrain>I should send them feedback about it, honestly ..
10:24<+glx>github properly detects it in PRs, but it just creates duplicates in issues
10:24<TrueBrain>in an issue any commit referencing that issue is mentioned, even ones that do not belong to any active branch
10:25<+glx>well in PR it shows all forced push too
10:25<TrueBrain>and it is a difficult problem, as hiding commit that don't belong to a branch sounds like a solution, but as most people delete their branch after merge, that is a bit of an issue too
10:25<TrueBrain>but in PRs it makes sense, as that context is important :)
10:25<TrueBrain>in issues ... nobody cares :P
10:26<TrueBrain>I think a commit referencing an issue should not make a link to an issue, only if it is in an active PR
10:26<TrueBrain>(and only the latest)
10:26<TrueBrain>but okay .. who knows, maybe they fix this one day :D
10:27<+glx>yeah or at least just link the PR including the commit, not the commit itself
10:27<TrueBrain>more to the point, Samu is trying to make us approve a PR he admits is not fully tested and "just happened to work", basically
10:27<TrueBrain>I think he doesn't understand the hours it will take us to get it approved
10:27<TrueBrain>but I have explained this in so many ways by now .. kinda run out of ways to explain it :)
10:28<+glx>maybe it should be a draft for now
10:29<Samu>well, hmm ok, i can change to draft, even though I have nothing more to add to it
10:30<+glx>ideally someone needs to investigate the issue and determine what the proper fix is, and it's not an easy task, especially when related to pathfinders
10:31<+glx>at least your issue seems to have the needed info to reproduce quite easily, that's a start ;)
10:44<Xaroth>as I said, it's not a PR, it's a comment on an issue :)
10:46<Samu>my choice of words are poor indeed
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10:53<Samu>what other solution may it have?
10:54<Samu>check if it's blocked before asking for a direction?
10:54<Samu>but without knowing in which direction to go, how does he know it's blocked?
10:55<Samu>left could be blocked, but right could not
11:00<+glx>wow your test save is crazy, in debug build RV ticks take more than 1s
11:05<Samu>that much? in debug for me is about 40 ms
11:06<Samu>let me test to make sure
11:07<Samu>wow 322 ms, i dont remember it being this high
11:07<Eddi|zuHause><glx> 8556 includes graphics, but you need grfcodec and nfor renum in the path I think <-- yes, it includes the graphics, but no code to actually display them
11:07<Eddi|zuHause>needs a plan how to do newgrf railtype integration
11:08<Eddi|zuHause>and roadtypes, possibly
11:09<+glx>but would be nice to also include the updated grf in the PR ;)
11:09<Eddi|zuHause>yeah
11:09<Eddi|zuHause>the grf moved around with cmake, and i haven't looked where it ended up now :)
11:10<+glx>if you give nforenum and grfcoded paths to cmake it will tell you in the diff
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11:12<Eddi|zuHause>doesn't it pick them up automatically?
11:15<+glx>it detects them if they are in the path
11:15<Eddi|zuHause>yeah, i have that
11:17<Eddi|zuHause>i have a feeling i missed something
11:18<Eddi|zuHause>also, what exactly is the difference between openttd.grf and orig-extra.grf?
11:20<+glx>(svn r27730) -Change: Split openttd.grf into openttd.grf and orig_extra.grf
11:20<+glx> openttd.grf is now always loaded and provides all extra graphics in case the (possibly outdated) baseset does not. orig_extra.grf contains graphics specific to the original baseset only.
11:21<Eddi|zuHause>so this should go into openttd.grf?
11:23<Eddi|zuHause>"A portion of sprite 656 could not be processed." [many times] "Warning on sprite 656 (level 1)." "Error on sprite 657."
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11:27<Eddi|zuHause>ah, i think the .nfo needs updating to version 32
11:33<Eddi|zuHause>so which of the coords switched places again?
11:41<@DorpsGek>[OpenTTD/OpenTTD] LordAro merged pull request #8564: Fix #8560: Planes were landing at the wrong height at airports with lowered hangar tiles https://git.io/JtfuC
11:41<@DorpsGek>[OpenTTD/OpenTTD] LordAro closed issue #8560: Plane sprite and shadow get reversed when terrain under hangar tile of airport is lowered https://git.io/JtvFe
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11:54<FLHerne>Samu: It seems very odd to me that a patch to add caching fixes a too-much-caching bug?
11:56<FLHerne>Oh, I see
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11:57<FLHerne>Without the bridge there's no possible route, but the lack of path isn't cached?
11:57*Timberwolf is getting very motivated to crush tickets at work, so he can work on OpenTTD stuff without guilt.
11:58<+glx>yeah the main issue seems to be weird handling of lost vehicles
11:58<Eddi|zuHause>i've still not understood which characters to escape in a regexp
11:59<Eddi|zuHause>would probably have been faster to manually move around the numbers :p
12:02<+glx>and the blocked bus is still running at 28km/h while not moving
12:02<FLHerne>Eddi|zuHause: Depends which regexp engine, and/or which exact flags you passed to your regexp engine
12:02<LordAro>Eddi|zuHause: i add \ until it works
12:02<FLHerne>(and sometimes the phase of the moon)
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12:03<LordAro>i never remember the difference with grep between foo, "foo" or 'foo'
12:03<Eddi|zuHause>LordAro: i tried that, becomes unwieldy after 20 \
12:03<LordAro>hehe
12:03<Samu>the cache doesn't store the first tile it starts with
12:05<Samu>i vaguely remember a talk with Peter about it
12:08<+glx>it is stored, but it's not in front it seems
12:09<Samu>it checks for the next intersection
12:09<Samu>and doesn't expect the vehicle re-entering the same tile over and over
12:10<frosch123>LordAro: moving languages between stable/unstable requires eints magic. probably not a good idea to do that in a release PR
12:10<LordAro>frosch123: fair enough
12:23<@DorpsGek>[OpenTTD/OpenTTD] mattkimber commented on pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/JtfVX
12:25<@DorpsGek>[OpenTTD/OpenTTD] mattkimber updated pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/JLpdb
12:26<@DorpsGek>[OpenTTD/OpenTTD] mattkimber commented on pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/JtfVH
12:37<TrueBrain>LordAro: what a funny news post :)
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12:37<andythenorth>yo
12:37<andythenorth>I missed all the fun? :(
12:38<LordAro>TrueBrain: shhh, it's a secret!
12:39<TrueBrain>Move the language in its own PR?
12:40<LordAro>probably
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13:31<Samu>i found a bug with stopped vehicles. Where it says "Stopped" in red, you can hover on it, and it displays it's heading to destination and at a speed different than 0 km/h
13:42<@DorpsGek>[OpenTTD/OpenTTD] glx22 commented on pull request #7822: Fix #7670: Cache the origin tile to prevent recurring calls to the road pathfinder when a vehicle is blocked by another https://git.io/Jtfr6
13:42<@DorpsGek>[OpenTTD/OpenTTD] SamuXarick opened issue #8565: Stopped road vehicle displays a speed different than 0. https://git.io/Jtfri
13:42<@DorpsGek>[OpenTTD/OpenTTD] James103 commented on issue #8565: Stopped road vehicle displays a speed different than 0. https://git.io/Jtfri
13:43<TrueBrain>glx: "where we head to" -> "where we are heading to"?
13:43<+glx>ah yes probably
13:43<Samu>wow
13:43<Samu>thx for looking into it
13:43<Samu>glx
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13:44<+glx>you were right for the cause
13:44<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #8565: Stopped road vehicle displays a speed different than 0. https://git.io/Jtfri
13:45<+glx>and my solution is basically the same as yours, just simpler
13:45<TrueBrain>"just"?
13:45<TrueBrain>:D
13:47<Samu>glx, what if the vehicle is not re-entering the tile
13:47<Samu>but im gonna test yours first
13:47<Samu>brb
13:47<+glx>what do you mean ?
13:48<@DorpsGek>[OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/Jtfr9
13:48<@DorpsGek> - Update: Translations from eints (by translators)
13:48<Timberwolf>I have a weird Windows problem. With a game loop <1ms it's reducing my frame rate to around 28fps. Weirdly if I open OBS everything goes back to normal.
13:49<+glx>fast forward is too fast ;)
13:49<Timberwolf>Is there some piece of Win10 crapware force-reinstalled by updates that messes with display capture? (I had this before, then it went away for a good while)
13:51*andythenorth whistles innocently about this spec https://gist.github.com/andythenorth/636908e3498197124782c6daf40de6ae :)
13:52<andythenorth>and hopes for comments
13:52<andythenorth>"pls validate me"
13:54<Xaroth>I'd love to comment, but my knowledge of GRF is about as good as my Icelandic, so you'd have to do with a skál.
13:55<andythenorth>:)
13:57<Samu>looks like your solution works glx, i'm still worried about something, but i'll investigate later
13:57<Samu>just tested
14:14<Timberwolf>OK. I have one sitation which doesn't work nicely, which I think is something nobody has ever done or would do but hey... gotta test. https://i.imgur.com/RSWcYH2.gif is the most abusive .grf I can come up with, a train set where the trains alternate between 18 and 180 pixels long via motion counter.
14:14<LordAro>glx: given your commit sets the current speed to 0, do you think it might fix #8565 as well?
14:14<Timberwolf>The dirty block doesn't expand until after the sprite does, which causes this: https://i.imgur.com/Yi3ik3d.png
14:15<LordAro>TrueBrain: that's hilarious
14:15<LordAro>Timberwolf: *
14:16<@DorpsGek>[OpenTTD/OpenTTD] mattkimber updated pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/JLpdb
14:16<TrueBrain>can we add that to the main game Timberwolf ?
14:18<Timberwolf>It did give me a better fix for the ship clipping problem, the real cause of which is you can go >1 sprite change before invalidating the affected display region (at first I took the less likely of two regions to be correct, then the more likely, now finally it tracks the whole box)
14:23<LordAro>frosch123: can i trouble you for a re-review of #8548?
14:23<TrueBrain>can we create an OpenTTD currency to trade review for?
14:23<TrueBrain>:D
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14:24<andythenorth>'wuffie'
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14:26<@DorpsGek>[OpenTTD/OpenTTD] mattkimber updated pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/JLpdb
14:29<openttd_1>hi guy, I'm trying to start the admin port, but I don't know what is wrong with my setup, I'm on Ubuntu, I have set a password as written in the wiki but i cannot see an open port when a game is launched
14:32<@DorpsGek>[OpenTTD/OpenTTD] frosch123 opened pull request #8566: Move "town name" selection into map generator GUI https://git.io/JtfK3
14:33<LordAro>ooh
14:41<@DorpsGek>[OpenTTD/OpenTTD] mattkimber updated pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/JLpdb
14:42<andythenorth>8566 :)
14:43<FLHerne>openttd_1: How are you checking?
14:43<FLHerne>Using one of the client tools on the same machine?
14:45<openttd_1>I'm using nmap on localhost
14:45<openttd_1>to see if 3977 or 3979 is open
14:45<Xaroth>use netstat -lnp
14:46<@DorpsGek>[OpenTTD/OpenTTD] mattkimber commented on pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/JtfKK
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14:48<openttd_1>cannot see it even with netstat
14:50<openttd_1>does the admin port work only with -D option ?
14:50<openttd_1>also I tried a go client that I have found on the wiki
14:51<openttd_1>gopenttd > openttd_scrape
14:52<Xaroth>if you cannot see it with netstat -lnp it's not listening on that port...
14:54<openttd_1>I totally agree with you, i'll try other options on the cfg, maybe I'm missing something
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14:55<frosch123>funny, openttd console does not use the fixed font
14:55<Samu>glx, do you know when VETS_CANNOT_ENTER is true?
14:55<Samu>it's just below the code you entered
14:56<Samu>just wondering if your fix should also apply there
14:56<Samu>but i don't know of instances where VETS_CANNOT_ENTER happen
14:58<frosch123>also funny, u&ratt defines no road type as town-buildable
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15:08<@DorpsGek>[OpenTTD/OpenTTD] frosch123 updated pull request #8548: Dump info console commands https://git.io/JLhan
15:09<@DorpsGek>[OpenTTD/OpenTTD] frosch123 approved pull request #8548: Dump info console commands https://git.io/Jtf64
15:09<TrueBrain>I see what you did there :P
15:09<@DorpsGek>[OpenTTD/OpenTTD] mattkimber commented on pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/Jtf6B
15:10<frosch123>TrueBrain: now comes the scary part. what author fill gh set on squash...
15:10<+glx>[20:55:30] <Samu> glx, do you know when VETS_CANNOT_ENTER is true? <-- look for VETSB_CANNOT_ENTER
15:10<TrueBrain>author remains author, commit changes, if you did it correct :)
15:10<frosch123>i added a commit, i did not change any. so now there are two commits from different authors, and i want to squash them
15:11<TrueBrain>you can always set the Co-Authored-By :)
15:11<TrueBrain>but yeah, no clue :)
15:11<TrueBrain>find out! :D
15:11<andythenorth>nice feature
15:11<andythenorth>just in time for me to do an NRT grf :P
15:11<andythenorth>NRT in trunk since when?
15:12<frosch123>the PR clearly showed that the NRT dump was added at a different time than the railtype and cargo dumps :p
15:13<frosch123>railtype and cargo was the same (copy&paste), while roadtypes was slightly different
15:16<@DorpsGek>[OpenTTD/OpenTTD] frosch123 merged pull request #8548: Dump info console commands https://git.io/JLhan
15:17<@DorpsGek>[OpenTTD/OpenTTD] frosch123 commented on issue #8545: Debugging: There is no way to see road and rail type flags in game https://git.io/JLhqO
15:17<@DorpsGek>[OpenTTD/OpenTTD] frosch123 closed issue #8545: Debugging: There is no way to see road and rail type flags in game https://git.io/JLhqO
15:18<+glx><LordAro> glx: given your commit sets the current speed to 0, do you think it might fix #8565 as well? <-- just checked, it only fixes speed for blocked vehicle, not for stopped
15:19<TrueBrain>orudge / andythenorth : https://www.openttd.org/downloads/openttd-nightlies/latest.html <- did signing for OSX releases work?
15:19<andythenorth>disk image has no mountable file systems
15:19<andythenorth>oh wait, wrong link
15:19<TrueBrain>... lol
15:20<andythenorth>derp
15:20<_2TallTyler>Hi all, looking for some help. I'm trying to compare ships on a given tile using FindVehicleOnPos(), but don't know how it wants me to iterate. Also there's a scary warning about desyncs. Can anybody point me to a similar use elsewhere in the code? https://github.com/OpenTTD/OpenTTD/blob/master/src/vehicle.cpp#L485
15:21<_2TallTyler>My use case is implementing Railroad Tycoon 3 passing mechanics for ships, where the slower ship stops while the faster ship is phasing through it. So I will need to compare each ship against all other ships in the same tile.
15:21<andythenorth>"Apple checked it for malicious software and none was detected."
15:22<andythenorth>not sure how I confirm further
15:23<andythenorth>it didn't trigger any Gatekeeper 'this application was prevented from opening'
15:23<TrueBrain>sweet
15:23<TrueBrain>nice job orudge :D
15:23<frosch123>_2TallTyler: the warning says that the "proc" is called for vehicles in random order, so you have to make sure that the result does not depend on the order
15:25<frosch123>"119.0 biB" <- funny unit :)
15:27<_2TallTyler>Okay, that's doable. How do I iterate through each vehicle, or does that already happen? The only other relevant use of the function I can find is CheckTrainCollision() on wormhole track bits, where only one other train can possibly be involved. https://github.com/OpenTTD/OpenTTD/blob/master/src/train_cmd.cpp#L3046
15:28<frosch123>_2TallTyler: it uses a visitor pattern, you provide a "proc" functor, that is called for every vehicle
15:30<andythenorth>tried the Apple Silicon build on M1 laptop
15:30<andythenorth>performance is only slightly better than x86 build
15:30<frosch123>it does not support lambdas though
15:30<@DorpsGek>[OpenTTD/OpenTTD] DeltaNedas opened pull request #8567: remove unused src/3rdparty/optional licensing text https://git.io/Jtf65
15:30<+glx>hmm https://github.com/OpenTTD/OpenTTD/blob/1411f878abdd22c04ef5783f3100ab9456d2520a/src/vehicle_cmd.cpp#L622 seems to set speed to 0 when vehicle is stopped
15:31<_2TallTyler>Right, and I write the "proc" to compare each vehicle and return something. Would I get multiple returns if it ran for multiple vehicles?
15:31<andythenorth>so the ARM build is pushing 30-40x in FFWD on a new map with full animation
15:31<andythenorth>the X86 build pushes 25-30x
15:31<TrueBrain>25% increase, not bad
15:32<andythenorth>anyone want to guess what my i9 pushes?
15:33<frosch123>_2TallTyler: if you need to exchange data, use that "data" parameter
15:33<andythenorth>i9 pushes 4x-9x, averaging 5x
15:33<frosch123>the return value is only used, if you abort the search
15:34<@DorpsGek>[OpenTTD/OpenTTD] DeltaNedas commented on pull request #8567: remove unused src/3rdparty/optional licensing text https://git.io/Jtf6b
15:34<andythenorth>so that's how bad Apple's bandwidth is to the dedicated GPU on intel macs
15:35<Samu>I can't have that piece of code if (HasBit(r, VETS_CANNOT_ENTER)) to happen at that place
15:35<_2TallTyler>OK, I see that now. It returns `nullptr` to not consider that vehicle
15:36<Samu>VETSB_CANNOT_ENTER only happens if the road stop bays are used
15:36<_2TallTyler>I will experiment a bit and ask again when I get stuck :)
15:36<Samu>but at that place, the vehicle is doing a reverse
15:36<Samu>it's not in a road stop
15:37<frosch123>if you use that return value, you get that desyncy behavior of using the first found vehicle
15:37<frosch123>it's a pretty unlucky function :)
15:37<_2TallTyler>Gotcha, thank you
15:38<TrueBrain>https://github.com/OpenTTD/OpenTTD/runs/1697522344?check_suite_focus=true <- awh, seems someone broke vcpkg cache :P
15:39<@DorpsGek>[OpenTTD/OpenTTD] Kuhnovic commented on pull request #8550: Feature: "Remove all industries" button in scenario editor https://git.io/Jtfie
15:39<TrueBrain>happened a few days ago, that it broke
15:40<@DorpsGek>[OpenTTD/OpenTTD] frosch123 approved pull request #8567: remove unused src/3rdparty/optional licensing text https://git.io/Jtfiv
15:41<@DorpsGek>[OpenTTD/OpenTTD] frosch123 merged pull request #8567: remove unused src/3rdparty/optional licensing text https://git.io/Jtf65
15:41<frosch123>admin abuse \o/
15:44<_2TallTyler>frosch123: Any advice on using pointers in my function? I'm looking at the difference between `v->HandleBreakdown()` and CheckShipLeaveDepot(v): https://github.com/OpenTTD/OpenTTD/blob/master/src/ship_cmd.cpp#L631
15:45<_2TallTyler>I've never used pointers outside classroom examples
15:46<frosch123>do you mean: HandleBreakdown() is a member method, while CheckShipLeaveDepot is a free function with a single parameter?
15:47<_2TallTyler>I guess. Are they not two different ways of referencing the same vehicle?
15:48<frosch123>both have a pointer to the vehicle, in the former case as "this", in the latter as "v"
15:49<_2TallTyler>Right. I don't understand how to choose one over the other for my new function.
15:49<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on pull request #8550: Feature: "Remove all industries" button in scenario editor https://git.io/Jtfin
15:51<frosch123>_2TallTyler: there is "technically correct" here. it's a stylistic choice. prefer the member when it is used in multiple places, use the static free function when it's only used once / in one file
15:51<_2TallTyler>Thanks. I will use the free function.
15:52<frosch123>oh, i missed a negation :p there is no "technically correct" way
15:53<@DorpsGek>[OpenTTD/OpenTTD] michicc commented on pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/JtfiE
15:54<_2TallTyler>Yes, I figured out what you meant :)
15:57<+glx>oh RV use the cached speed for display
15:57<_2TallTyler>Another question, how would I make a ship detect itself? Do vehicle instances have an ID or something I can query?
15:59<@DorpsGek>[OpenTTD/OpenTTD] mattkimber updated pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/JLpdb
15:59<@DorpsGek>[OpenTTD/OpenTTD] mattkimber commented on pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/Jtfi6
15:59<frosch123>_2TallTyler: compare the pointers
16:01<_2TallTyler>...I feel silly.
16:04<openttd_1>Hi I'm trying this commad [openttd -d script=5 -l localhost:8080] to receive the debug output on a simple server written in Go , where can I find some documentation about it?
16:05<openttd_1>I have only found the commmand line help
16:07<andythenorth>_2TallTyler expose the stopping to newgrf :P
16:07<andythenorth>put all the ships in the tile on a stack, expose the stack position as a newgrf var to cb 36
16:07<andythenorth>if in position 0, go, otherwise stop
16:07<andythenorth>or reduce speed
16:08<frosch123>openttd_1: what would you expect documentation to describe what the command line help does not say?
16:08<@DorpsGek>[OpenTTD/OpenTTD] glx22 commented on issue #8565: Stopped road vehicle displays a speed different than 0. https://git.io/Jtfri
16:10<openttd_1>frosch123: the help says: "-l <ip:port> Redirect debugging output to a network connection instead of the console. " I'm trying to understand what this means: is it a tcp connection? is it an http request?
16:11<openttd_1>what I mean is what should be implemented as "listening server" on the other side?
16:12<frosch123>it sends the same data as it would write to the console, without any further protocol like http
16:14<frosch123>and yes, it's tcp
16:15<frosch123>i guess you can call it "telnet" protocol :p
16:16<openttd_1>haha I see
16:16<openttd_1>thanks anyway :)
16:17<_2TallTyler>andythenorth: What do you mean by a stack? I'm currently doing all the evaluation inside the proc, as in CheckTrainCollision(): https://github.com/OpenTTD/OpenTTD/blob/1411f878abdd22c04ef5783f3100ab9456d2520a/src/train_cmd.cpp#L3046
16:17<andythenorth>_2TallTyler I'm just making stupid suggestions :) Don't try and do them
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16:17<andythenorth>for a start, running cb36 constantly isn't a thing
16:18<_2TallTyler>I mean, I can see the value in allowing some ships to pass. Canalboats for example.
16:18<frosch123>andy watched too much hovercraft
16:18<andythenorth>_2TallTyler that would have to be a flag on the ship, not what I suggested
16:19<andythenorth>sometimes I like to find the wrongest way to do a thing
16:19<+glx>happens too often for you ;)
16:19<_2TallTyler>I suspect I'm taking a similar approach to this PR, but by accident :)
16:20<andythenorth>I'm not sure what the wrongest thing I've actually shipped is
16:20<andythenorth>the loop unroll that walks the consist and replaces var 41?
16:20<frosch123>andythenorth: it was the make fork bomb
16:20<andythenorth>oh yeah sorry
16:20<andythenorth>that was accidental though
16:21<andythenorth>FIRS pynml -> python -> pnml -> CPP -> nml was quite a horrible transition phase
16:21<andythenorth>didn't enjoy that
16:22<andythenorth>yeah, I'm going with 'alternative var 41' as my favourite
16:22<andythenorth>and the scoring system in train whack
16:22<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #8550: Feature: "Remove all industries" button in scenario editor https://git.io/JtfP7
16:23<TrueBrain>how much difference font/zoom settings can maken, damn
16:25<andythenorth>the UI is quite hostile to improvements :)
16:25<andythenorth>partly due to the wide range of font / UI zoom / base set variations
16:25<andythenorth>I'm so used to what we have, I don't worry about it :)
16:26<TrueBrain>and as it turns out, things can look really bad to the eye, but it is just zoom/what-ever :)
16:26<frosch123>yes, gui zoom without font zoom looks weird
16:26<andythenorth>trying to optimise spacing / padding / proportions of buttons
16:26<andythenorth>is a no-game
16:26<frosch123>but that's mostly because configuring ttf fonts is so hard
16:30<@DorpsGek>[OpenTTD/OpenTTD] Kuhnovic commented on pull request #8550: Feature: "Remove all industries" button in scenario editor https://git.io/JtfPh
16:34<_2TallTyler>Perhaps I'm missing something in vehicle_base.h, but how do I query the total cargo currently being carried by a ship?
16:36<frosch123>check depot_gui.cpp:865
16:36<frosch123>oh, wait, ship is easier. just v->cargo.StoredCount()
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16:39<_2TallTyler>Thanks. I need a tiebreaker if both speed and cargo are the same. Can I compare pointers?
16:39<frosch123>no :)
16:39<frosch123>use v->index
16:39<_2TallTyler>OK
16:40<Samu>glx I can't have anything return true for if (HasBit(r, VETS_CANNOT_ENTER))
16:40<Samu>tried road stop
16:40<Samu>tried drive through
16:40<Samu>tried bridge, tunnel
16:40<Samu>that code is unreachable?
16:41<frosch123>pointer values are different on each client, so would desync
16:41<Samu>didn't try trams though
16:41<Samu>or articulated
16:42<+glx>Samu: try entering depot from wrong side
16:42<+glx>hmm wait that's for trains
16:44<Samu>happens when vehicle makes a turn and enters the same tile
16:45<Samu>or in other words, the vehicle is reversing
16:45<+glx>the only case I can find is about tunnels/bredges
16:45<frosch123>night
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16:45<Samu>it can reverse at the end of the ramps
16:46<Samu>but it returns vets continue
16:49<Samu>i even set up a busy drive through, thinking i would trigger it, but nope
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16:50<Samu>it wants a vehicle that is not reversing on road stops
16:50<Samu>but this one is
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17:11<Samu>i tried to cause a desync, but couldn't
17:12<Samu>you shouldn perhaps submit a PR then
17:12<Samu>and close mine, I guess
17:12<Samu>gotta go sleep, cyas
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17:25<@DorpsGek>[OpenTTD/OpenTTD] grossws updated pull request #7851: [WIP] Change: add support for next/previous railtype global hotkeys https://git.io/JeM3F
17:29<@DorpsGek>[OpenTTD/OpenTTD] grossws updated pull request #7851: [WIP] Change: add support for next/previous railtype global hotkeys https://git.io/JeM3F
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19:02<@DorpsGek>[OpenTTD/OpenTTD] DeltaNedas commented on pull request #8536: Feature: Choose a sensible window size on a fresh OTTD config file. https://git.io/JtfDl
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19:29<@DorpsGek>[OpenTTD/OpenTTD] grossws updated pull request #7851: [WIP] Change: add support for next/previous railtype global hotkeys https://git.io/JeM3F
19:42<@DorpsGek>[OpenTTD/OpenTTD] grossws commented on pull request #7851: Change: add support for next/previous railtype global hotkeys https://git.io/Jtfy3
19:58<@DorpsGek>[OpenTTD/OpenTTD] glx22 opened pull request #8568: Fix: prevent useless pathfinder run for blocked vehicles https://git.io/Jtfy0
20:46<@DorpsGek>[OpenTTD/OpenTTD] mattkimber updated pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/JLpdb
21:01<@DorpsGek>[OpenTTD/OpenTTD] mattkimber commented on pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/JtfSP
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22:59<Eddi|zuHause>i gave up on regex, this is now my conversion from nfo 7 to nfo 32
22:59<Eddi|zuHause>awk '$2 ~ /png/ { print " " $1 " " $2 " 8bpp " $3 " " $4 " " $6 " " $5 " " $7 " " $8 " normal" } $2 !~ /png/'
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---Logclosed Thu Jan 14 00:00:54 2021