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#openttd IRC Logs for 2021-01-21

---Logopened Thu Jan 21 00:00:04 2021
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08:05<Samu>hi
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08:08<@DorpsGek>[OpenTTD/nml] LordAro approved pull request #185: Fix #184: Share townname bits when possible https://git.io/JtYDl
08:09<@DorpsGek>[OpenTTD/nml] LordAro approved pull request #182: Fix: regression failure with Pillow 8.1.0 https://git.io/JtYDu
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08:09<@DorpsGek>[OpenTTD/nml] LordAro commented on pull request #182: Fix: regression failure with Pillow 8.1.0 https://git.io/JtYDw
08:10<@DorpsGek>[OpenTTD/nml] LordAro approved pull request #181: Fix #180: No proper error message was given, if an unreferenced Strin… https://git.io/JtYDS
08:42<@DorpsGek>[OpenTTD/nml] glx22 merged pull request #182: Fix: regression failure with Pillow 8.1.0 https://git.io/JLAna
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08:47<@DorpsGek>[OpenTTD/nml] glx22 dismissed a review for pull request #181: Fix #180: No proper error message was given, if an unreferenced Strin… https://git.io/JtYDS
08:47<@DorpsGek>[OpenTTD/nml] glx22 updated pull request #181: Fix #180: No proper error message was given, if an unreferenced Strin… https://git.io/JLNwo
08:47<@DorpsGek>[OpenTTD/nml] glx22 dismissed a review for pull request #185: Fix #184: Share townname bits when possible https://git.io/JtYDl
08:48<@DorpsGek>[OpenTTD/nml] glx22 updated pull request #185: Fix #184: Share townname bits when possible https://git.io/JtmpD
08:49<@DorpsGek>[OpenTTD/nml] glx22 commented on pull request #185: Fix #184: Share townname bits when possible https://git.io/JtY9D
08:52<LordAro>NOISES
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09:05<@DorpsGek>[OpenTTD/nml] LordAro approved pull request #181: Fix #180: No proper error message was given, if an unreferenced Strin… https://git.io/JtYHj
09:06<@DorpsGek>[OpenTTD/nml] LordAro approved pull request #185: Fix #184: Share townname bits when possible https://git.io/JtYQf
09:07<@DorpsGek>[OpenTTD/nml] glx22 merged pull request #181: Fix #180: No proper error message was given, if an unreferenced Strin… https://git.io/JLNwo
09:07<@DorpsGek>[OpenTTD/nml] glx22 closed issue #180: NML erroring out when compiling https://git.io/JLNgG
09:07<@DorpsGek>[OpenTTD/nml] glx22 merged pull request #185: Fix #184: Share townname bits when possible https://git.io/JtmpD
09:07<@DorpsGek>[OpenTTD/nml] glx22 closed issue #184: NewGRF Town Names no longer compile after unknown changes https://git.io/JtICs
09:08<+glx>enough noise for now :)
09:08<LordAro>:)
09:08<Samu>I need to make a PR :(
09:17<Samu>https://github.com/OpenTTD/OpenTTD/commit/e04f305006451a75ce3d569bd1f3bf5dc97bbd26
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09:19<LordAro>make a comment on the relevant issue about what you've found
09:19<LordAro>then someone can assess whether your solution is the correct one
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09:33<Timberwolf>I was playing around last night and I think the only place "direction != last_direction" matters for sprite refresh is the case where a train reverses, where it seems to need that enforced recalculation of the viewport bounds. Everything else the "is viewport candidate" test is sufficient. Not that much of a performance improvement, though (between 0-5% reduction in train tick time, and that's before
09:33<Timberwolf>I reduce the gain by having a fix for the reversing case)
09:34<Timberwolf>Also, I think I will wait a while before I go diving into the dirty rectangling code again, it is never as simple as it first appears :)
09:34<Eddi|zuHause>so, reversing trains shold reset the cache unconditionally?
09:34<Timberwolf>I want to know why that is the case, really.
09:35<Timberwolf>Which needs a bit of careful investigation.
09:36<Timberwolf>If I figure out what's special about that case I'll also know whether my assumption is valid or whether it's more, "actually there are a lot of cases you can break with this, you just didn't notice them yet"
09:42<Timberwolf>Probably requires adding a train to abuse.grf which has wildly different offsets and sizes for each different direction.
09:43<Eddi|zuHause>i unfortunately didn't really check out what exactly you're doing, so i can't help you out
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09:50<Timberwolf>I have an OK idea now, thankfully.
09:53<Timberwolf>The core principle is changing "resolve the sprite chain for every update for every vehicle" to "resolve the sprite chain if the vehicle will appear on a viewport, or if it changes direction"
09:54<Timberwolf>But you can only do that on a game tick, so there's an extra "resolve the sprite chain if a dirty region contains a sprite we haven't resolved this tick" check needed for scrolling the viewport while paused.
09:56<Timberwolf>My first couple of iterations were messy because I didn't really understand that distinction between "this happens on a game tick, before the screen is drawn" and "this happens when a pre-existing dirty region is drawn"
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10:03<@DorpsGek>[OpenTTD/OpenTTD] SamuXarick commented on issue #6544: Put into the AI company when loading savegame https://git.io/fh3Dn
10:03<Samu>I'd like to request re-open of that issue
10:04<Samu>or... i dunno
10:04<Samu>it's just because I worked on a solution
10:04<Samu>it was closed because it was only inactive
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10:08<supermop_Home_>good morning
10:09<@DorpsGek>[OpenTTD/OpenTTD] LordAro reopened issue #6544: Put into the AI company when loading savegame https://git.io/fh3Dn
10:44<Samu>hmm, generate new game is threaded?
10:45<Samu>so, that means... i am sometimes setting client id first before there's any actual world?
10:46<Samu>whichever comes first
10:46<+glx>there's a callback at the end of generation I think
10:50<Samu>GenerateWorldSetCallback(&MakeNewGameDone)
10:51<Samu>i expected MakeNewGameDone to come first than NetworkServerInitClientServer()
10:58<Samu>ah, companies are cleared here PoolBase::Clean(PT_NORMAL);
10:59<Samu>still before the threaded stuff starts
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11:12<Samu>looks like it works! mere luck
11:13<Samu>:p
11:13<Samu>PoolBase::Clean(PT_NORMAL) happens first
11:13<Samu>NetworkServerInitClientServer() happens second, so there's no companies when this happens
11:14<Samu>GetFirstAvailableCompany() returns COMPANY_FIRST
11:14<Samu>network server is already in COMPANY_FIRST without the company existing
11:15<Samu>MakeNewGameDone happens last, which creates COMPANY_FIRST and sets localcompany to COMPANY_FIRST
11:15<Samu>magic! everything falls into place
11:15<Samu>allthough not in the order I expected
11:22<Samu>is it possible to run openttd debug build in dedicated server mode?
11:24<Samu>using visual studio
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11:48<+glx>yes
11:49<+glx>in debug menu, there's debug and launch settings (or similar, I have the interface in french)
11:55<Samu>launch.vs.json ?
11:55<Samu>what do I type here
12:19<@DorpsGek>[OpenTTD/team] siimsoni opened issue #131: [et_EE] Translator access request https://git.io/JtOJd
12:34<+glx>is there "args" in it yet ?
12:34<@DorpsGek>[OpenTTD/team] LordAro commented on issue #131: [et_EE] Translator access request https://git.io/JtOJd
12:35<+glx>else you need to add "args": [ "-D" ]
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12:51<Samu>ah, i forgot a ','
12:51<Samu>got it
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12:58<+glx>you can write complex command line args, just split on spaces like ["-vnull", "-mnull", "-snull"]
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13:09<Samu>game still adds dirty blocks on a dedicated server, it's funny
13:14<Samu>nice, dedicated server client is on company 255
13:15<Samu>the invalid company
13:23<Samu>weird
13:24<Samu>starting a dedicated server like this -D -g savegame.sav
13:24<Samu>it loads the savegame twice
13:24<Samu>first load before it's in server mode
13:24<Samu>second load in server mode
13:25<Samu>it also loads the intro game before these
13:26<Samu>generating world is not threaded in dedicated server
13:27<+glx>not needed, there's no progress bar
13:27<+glx>the generate thread exists to keep a reactive window :)
13:28<Samu>why does it load the savegame twice?
13:29<Samu> /* First we need to test if the savegame can be loaded, else we will end up playing the
13:29<Samu> * intro game... */
13:29<Samu>i see lol
13:30<Samu>im still not convinced though, let me investigate
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13:40<tejanos>Hi developers. I am trying to add a textbox to the "Object Selection" screen to place objects on the map to filter objects out. I am adding the widgets in the right place, but only the text label shows up, but not the text box. This is the code I am adding: https://pastebin.com/MFfLkxeU
13:41<tejanos>And this is a screenshot of what I see (https://media.discordapp.net/attachments/337701432230805505/801518311338147880/unknown.png). The textbox should appear right of the 'Filter string:' text label. I've tried removing the label and keeping the textbox only but it does not work
13:41<tejanos>Any help would be appreciated, thank you!
13:42<@DorpsGek>[OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JtOqX
13:42<@DorpsGek> - Update: Translations from eints (by translators)
13:43<frosch123>there is some more initialisation code needed in the window constructor
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13:43<frosch123>take a look at other windows, search for the widgetid of the filter
13:53<tejanos>Thanks for your response. Yep I looked at other windows that have WWT_EDITBOX widgets, but still can't figure out :S
13:55<frosch123>https://github.com/OpenTTD/OpenTTD/blob/master/src/newgrf_gui.cpp#L643 <- you need that kind of stuff
13:57<tejanos>Gotcha! yeah I was looking right at that. I will try, thanks again!
14:02<tejanos>It worked, this is really exciting, thank you!
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15:14<Samu>do you have a savegame version before SLV_16
15:16<Samu>ah, nice, opentitle is version 4.1
15:17<+glx>yes intro in master is a nice very old save :)
15:22<LordAro>one of the major reasons it's never been changed :)
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16:37<Samu>loading a scenario in the scenario editor starts the first company, interesting
16:37<Samu>but the local company is still OWNER_NONE
16:38<Samu>or OWNER_DEITY, wtv the editor uses
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22:47<supermop_Home_>just got all my dune books in a box from my parents
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---Logclosed Fri Jan 22 00:00:05 2021