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00:07:56 <Samu> the first one isn't needed 00:08:23 <Samu> but 00:08:30 <Samu> Slope slope = GetTileSlope(tile); 00:08:30 <Samu> if (IsSlopeWithOneCornerRaised(slope) && IsCoastTile(tile)) { 00:08:30 <Samu> Corner corner = GetHighestSlopeCorner(slope); 00:08:36 <Samu> became this instead 00:09:06 <Samu> with the corner i can work out the rest 00:09:19 *** chomwitt has quit IRC 00:10:46 <Samu> https://paste.openttdcoop.org/pmrjva0fa 00:10:50 <Samu> was invented 00:11:15 <Samu> unless i can get to the tile offset by another means 00:12:25 <Samu> as for computing the correct offsets for next_tile_1 and next_tile_2, I'm still figuring it out 00:17:52 *** Flygon has joined #openttd 00:25:36 <Eddi|zuHause> "PeterN" always reminds me of "PeterT"... 00:25:47 <peter1138> I was definitely here first. 00:26:01 <Eddi|zuHause> but not with that nick 00:34:48 *** FLHerne has quit IRC 00:35:27 *** FLHerne has joined #openttd 00:47:18 <Samu> if freeform edges is disabled, ships have more tiles to walk? 00:52:37 <Samu> wow, they can, hmm 01:45:33 *** Thedarkb-X40 has joined #openttd 01:56:14 *** Wormnest has joined #openttd 02:40:21 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7022: Add: generate_widget.vbs to allow script_window.hpp enums generation … https://git.io/fhsWa 02:46:44 *** Thedarkb-X40 has quit IRC 03:19:19 <Samu> I think I did it 03:20:06 <Samu> https://imgur.com/VxM63BF 03:20:10 <Samu> seems correct 03:21:42 <Samu> it cannot expand any more 03:44:55 <Samu> something not quite right with bridge heads 03:45:12 <Samu> should be 90 degrees aware 03:58:50 <Samu> well i guess im seeing things 04:11:18 *** ToBeFree has joined #openttd 04:17:20 <Samu> have yet to test depots, but so far I'm liking what i see 04:20:28 *** Taco has joined #openttd 04:22:13 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhsRY 04:24:06 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhG5n 04:28:50 *** Samu has quit IRC 04:36:29 *** erratic has quit IRC 04:58:05 *** glx has quit IRC 06:54:31 *** chomwitt has joined #openttd 07:09:24 *** erratic has joined #openttd 07:20:48 <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGFs 07:24:31 *** debdog has joined #openttd 07:53:19 *** andythenorth has joined #openttd 07:53:59 <andythenorth> moin 08:13:04 *** erratic has quit IRC 08:34:46 *** erratic has joined #openttd 09:01:15 *** Gabda2 has joined #openttd 09:03:54 *** Gabda has quit IRC 09:11:24 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGbC 09:14:39 *** erratic has quit IRC 09:30:20 <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGb6 09:48:31 *** Progman has joined #openttd 10:01:09 *** Progman has quit IRC 10:22:53 *** Gabda2 has quit IRC 11:04:32 *** Taco has quit IRC 11:54:11 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGxm 11:55:46 *** sla_ro|master has joined #openttd 12:07:19 <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGx8 12:11:43 *** Gabda has joined #openttd 12:12:10 *** Gabda has joined #openttd 12:48:31 <DorpsGek_II> [OpenTTD/OpenTTD] btzy opened pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd 12:51:14 *** Samu has joined #openttd 13:06:39 *** Arveen has joined #openttd 13:15:26 *** Borg has joined #openttd 13:17:48 <Samu> ship depots and locks are apparently working good 13:18:31 <Samu> https://imgur.com/uSjSxrn 13:18:42 <Samu> im unsure about the 90 degrees setting 13:19:22 <Samu> if it was forbidden, towns could have built houses where the ship is located 13:19:38 <Samu> but the way it is now, it doesn't build 13:21:10 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd 13:24:29 <peter1138> I'd ignore the setting. 13:25:54 <Samu> well, then I have nothing else do to 13:26:05 <Samu> it is ready 13:26:24 <Samu> merge, accept or confirm, that stuff 13:26:36 <peter1138> Hah 13:38:59 *** Flygon has quit IRC 14:12:39 *** sla_ro|master has quit IRC 14:30:42 *** andythenorth has quit IRC 14:31:58 <Samu> perhaps it's not as ready as I think :( 14:33:39 <Samu> or is it? 14:34:36 <Samu> https://imgur.com/qc9asz0 14:34:50 <Samu> doesn't grow on those slope configuration 14:35:38 <peter1138> Have you actually made a complex system that prevents growing on water at all? 14:35:58 <Samu> i uploaded the new code this night 14:36:08 <peter1138> Shouldn't it have been expanding off to the North-East as well? 14:36:48 <Samu> i think the 90 degrees turns are making it so that it doesn't grow there 14:37:23 <Samu> it doesn't expand more, for some weird reason 14:38:45 <Samu> the road going towards the depot in the middle... should be expanded 14:39:53 <Samu> the tile just NW of the south depot tile 14:39:59 <Samu> could have road 14:40:03 <Samu> dont u think? 14:40:23 <Samu> bah i need to place signs 14:41:49 *** andythenorth has joined #openttd 14:42:22 *** nielsm has joined #openttd 14:44:08 <Samu> now with signs 14:44:09 <Samu> https://imgur.com/ZqMmg6f 14:45:16 <Samu> the town not expanding towards the northeast side is something I don't quite understand 14:45:34 <Samu> there's no reason not to 14:46:38 <peter1138> Well, as I said, is it expanding on water at all? 14:47:29 <Samu> how would I know where it's trying to expand? it's quite complicated to follow town build decisions 14:47:41 <peter1138> You could add some debugging to show where it's tested. 14:48:00 <peter1138> Either some console output, or maybe make it place some signs somehow? 14:52:25 <nielsm> placing signs is probably much harder 14:54:34 <Eddi|zuHause> clear tile where it tests? 15:01:08 <Samu> it's trying to build house 15:01:20 <Samu> in the sign i have named 'no house?' 15:01:28 <Samu> insistently 15:02:49 <Samu> and rarelly trying to build a house next to the top of the top depot 15:03:02 <Samu> that is okay to fail, but not the first one 15:04:28 <Samu> so, yeah, dont even see it trying to expand with roads 15:04:37 <Samu> it really wants to build a house :( 15:06:23 *** sla_ro|master has joined #openttd 15:06:55 <Samu> let me put breakpoints somewhere else 15:10:38 *** andythenorth has quit IRC 15:29:32 <Gabda> does someone explain me how the _m[] and _me[] work storing data on the map? 15:30:04 <Gabda> i saw the docs/landscape file, but nothing on _me in that 15:30:59 <Gabda> and the _m variable always has only one of those types (like railway, station,...)? 15:32:08 <nielsm> _m is the original map array and _me is the extended map array 15:32:29 <nielsm> some of the data is in _m and the rest in _me at the same index 15:32:51 <Gabda> and _me has type as well? 15:33:01 <nielsm> no 15:33:58 <Gabda> oh, so that one is universal, and not depending on what is on the tile 15:34:43 <Gabda> does _me have a doc on which byte is what? 15:35:33 <nielsm> for e.g. tile 692 you will find some of the data in _m[692] and the rest in _me[692] 15:35:55 <nielsm> type, height, m1, m2, m3, m4, m5 are in _m, and m6, m7, m8 are in _me 15:37:25 <Gabda> i thought all of these were in _m 15:37:48 <nielsm> no, they're separated for historical reasons 15:38:33 *** Wormnest has joined #openttd 15:38:38 <Gabda> but the ladscape grid shows a tile type dependence on the meaning of the bits in _me 15:40:57 <nielsm> the type of a tile does not depend on anything but the type field 15:41:13 <nielsm> the contents of the tile depends on all the data in every field 15:41:30 <nielsm> (potentially) 15:42:08 <Gabda> so if I want to store data on the m8 F bit (whether to show a spriz 15:42:29 <Gabda> sprite to indicate town boundary) 15:43:09 <nielsm> you store it there 15:43:20 <nielsm> and update the documentation to indicate that use 15:43:49 <Gabda> would it be possible, or it is not encouraged to use _me to store not that useful things :) 15:45:36 <Gabda> ok, thanks, it help a lot to fill the gaps in the picture I had about m and me 15:45:45 <Gabda> *helped 15:45:46 <nielsm> the landscape array is precious space 15:46:50 <peter1138> 15:37 < nielsm> no, they're separated for historical reasons 15:46:53 <peter1138> Not historical. 15:46:59 <peter1138> It's way better for performance. 15:47:05 <Gabda> I realized. in a 1024*1024 map, even these few bytes are a lot of data 15:47:33 <Samu> poorformance 15:47:41 <peter1138> It's to do with alignment. 15:48:24 <nielsm> ah, one array of 64 bit elements and one of 32 bit elements, instead of a single of 96 bit or 128 bit elements 15:48:25 <peter1138> Also, originally each part was a separate array anyway. 15:48:31 <nielsm> yeah I remember that 15:48:44 <nielsm> (from following ttdpatch discussions back in 2000) 15:48:55 <peter1138> Not quite, one is 8 bytes, the other is ... probably 4 bytes now? 15:49:10 <nielsm> 64 and 32 bit :) 15:49:37 <peter1138> It was 2 bytes until I added m8. 15:49:56 <peter1138> So yeah, an 8 byte and 2 byte array is much better than an 10 byte array. 15:50:43 <Gabda> ok, then I will try to use one bit in that, and see if I get scolded :D 15:51:06 <peter1138> Yeah, so, what do you need to store? 15:52:21 <Gabda> have a look at pr 7025 (i cannot link from mobile) 15:52:29 <nielsm> <Gabda> so if I want to store data on the m8 F bit (whether to show a sprite to indicate town boundary) 15:52:50 <nielsm> that sounds like it has no bearing on game logic, just a presentation thing 15:53:01 <nielsm> which excludes it from the map array imo 15:53:32 <peter1138> Seems an odd thing to store. 15:54:11 <Gabda> yes, but calculating it every time a tile gets dirty is not a good thing either 15:54:34 <nielsm> it would not make sense to store in a savegame 15:54:44 <nielsm> since you can calculate it 15:54:44 *** andythenorth has joined #openttd 15:55:08 <peter1138> Quick, hide, before andythenorth closes all the things! 15:55:20 <andythenorth> is there anything left to close? 15:55:32 <Gabda> that is true, but so far it was the only thing I found to store data on the map tiles 15:55:32 <andythenorth> have we stopped towns blocking ships yet? 15:55:40 <nielsm> if you want to cache the calculation, have a dedicated cache imo 15:56:08 <peter1138> That might be a bit much for a 4096x4096 map. 15:56:38 <andythenorth> it's funny what sucks people in 15:56:56 <andythenorth> towns have ruined my ship routes...at least twice in my life 15:57:04 <peter1138> andythenorth, looks like towns don't expand at all now :p 15:57:11 <peter1138> andythenorth, meh! 15:57:14 <andythenorth> well that solves it 15:57:22 <andythenorth> just don't expand them, job done 15:58:58 <Gabda> ok, so not in me, not is cache, and not calculating it 15:59:20 <peter1138> Bung it in the map for testing ;p 15:59:36 <Gabda> so I just have to make it so only 1 town can show its boundaries at a time 15:59:39 <peter1138> m8 is kinda wasted most of the time at the moment. 16:00:10 <Gabda> for testing the calculating method works as well 16:00:43 <Gabda> and I want to find a solution that fits into the current logic 16:00:54 <peter1138> I guess even with the cache you need to recalculate whenever the city changes size. 16:00:58 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7022: Add: generate_widget.vbs to allow script_window.hpp enums generation … https://git.io/fhsWa 16:01:51 <Gabda> yes, and even wheb someone delets a house or road if it is out of the towns original border 16:03:05 <peter1138> Hmm, and of course, it's irrelevant if the user is not displaying town borders. 16:03:18 <peter1138> That really tells me it isn't meant to be in the map array. 16:04:20 <andythenorth> we need a tile overlay layer :P 16:04:29 <andythenorth> 'but why andythenorth?' 16:04:31 <andythenorth> err no idea 16:04:47 <Samu> must be something peculiar with the way 2x2 builds? 16:05:21 <Gabda> this tile overlay would be good for debug purposes as well 16:05:24 <Samu> gonna test without any changes 16:05:26 <peter1138> 1 byte array with overlay cache... would be 16MB for the largest map. 16:05:35 <peter1138> Not too huge I suppose. 16:05:43 <Gabda> just like how Samu wants to see where the town wants to expand 16:05:46 <andythenorth> 1 byte? o_O 16:05:57 * andythenorth had lots of ideas 16:05:59 <andythenorth> station catchment 16:06:03 <andythenorth> accepts / produces 16:06:08 <nielsm> could make it sparse by superblocks of some kind? 16:06:09 <andythenorth> many bytes 16:06:53 <peter1138> Well, Gabda wanted 1 bit... 16:07:15 <Gabda> station catchment display is the next on the list, if I manage to do the town boundary 16:08:03 <Samu> how do i stash changes for later use? without having to push 16:08:08 <peter1138> git stash 16:08:14 <Samu> and how would i get back to where I left it? 16:08:16 <andythenorth> or a branch 16:08:19 <peter1138> git stash apply 16:08:47 <Samu> meh ok, if i lose stuff it's ur fault :p 16:08:50 <Samu> brb 16:08:50 <peter1138> git help stash for anything more complex. 16:13:26 <Gabda> storing an amorph set of tiles can be a headache as well... 16:13:41 <Gabda> or tile indexes 16:14:38 <Gabda> is there a logical max for the size of a town apart from the map size? 16:17:26 <planetmaker> probably not logical. But practical. It will grow ever slower as size increases 16:18:01 <planetmaker> Growth is linear, Size goes with sqrt(size). And houses are also replaced so that reduces growth even further 16:18:08 <planetmaker> But yes, you can have it cover a whole map 16:19:38 <Gabda> so in the end I would still need a map sized overlay cache 16:20:18 <planetmaker> https://wiki.openttdcoop.org/PublicServer:Archive_-_Hall_of_Fame#World_Population <-- these towns were legally grown :) 16:23:38 <planetmaker> I recall a game where we had 3 cities which then jointly covered the whole map. Population count 750k+ each 16:31:29 <peter1138> Yeah 16:55:50 <Samu> if this is a 2x2 specific issue, then it really is very specific, i dont really know where to look at 16:56:31 <DorpsGek_II> [OpenTTD/OpenTTD] ThePNDA commented on issue #6967: BaNaNaS: Unhandled exception when uploading new https://git.io/fhZvi 16:59:03 *** gelignite has joined #openttd 17:04:22 *** synchris has joined #openttd 17:07:22 <Samu> looks like I need to check if the connection via main tile is closed 17:07:26 <Samu> as well 17:07:54 <Samu> i was only checking if there was a connection via the opposite tile 17:09:28 *** Gja has joined #openttd 17:09:33 <Samu> how to mirror trackbits? 17:09:48 *** Gabda2 has joined #openttd 17:09:48 <Samu> is there a magic way to do it, or must I compute? 17:11:16 <Samu> https://user-images.githubusercontent.com/43006711/50774871-881f8800-128c-11e9-87aa-7b38a312eca8.png 17:11:50 <Samu> mirror next_tile_1 of TRACK_BIT_RIGHT to become equal as next_tile_2 of TRACK_BIT_LEFT 17:12:34 *** Gabda has quit IRC 17:13:03 <Samu> maybe i can reuse the table 17:13:20 <Samu> or abuse as u call it 17:13:55 <nielsm> uh the table should contain that information directly 17:21:28 <nielsm> that's the purpose of using a table, to not have to calculate things on the fly 17:25:08 *** Wormnest has quit IRC 17:31:16 <DorpsGek_II> [OpenTTD/OpenTTD] pi1985 updated pull request #7024: Rail fences in snow or desert https://git.io/fhs4W 17:36:23 *** glx has joined #openttd 17:36:23 *** ChanServ sets mode: +v glx 17:37:34 <andythenorth> oh bananas :( https://github.com/OpenTTD/OpenTTD/issues/6967 17:37:35 <andythenorth> naughty 17:38:21 <andythenorth> oof which idiot filed this one https://github.com/OpenTTD/OpenTTD/issues/6698 17:40:25 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6625: Crash when playing on server https://git.io/fhZfW 17:40:26 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6625: Crash when playing on server https://git.io/fhZfl 17:41:23 <Samu> what is the Xor symbol? ^ ~ & | 17:41:29 <Samu> something else? 17:41:32 <LordAro> google 17:41:37 <Samu> :( ok 17:42:40 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6591: Crash: version 1.7.1 .(GetWindowExtEx, EnumFontFamiliesExW) https://git.io/fhZfR 17:42:41 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6591: Crash: version 1.7.1 .(GetWindowExtEx, EnumFontFamiliesExW) https://git.io/fhZf0 17:42:53 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh requested changes for pull request #7024: Rail fences in snow or desert https://git.io/fhZfE 17:43:34 <Samu> a ^ b 17:43:35 <Samu> thx 17:44:15 <andythenorth> anyone want to triage this before I close it? 17:44:20 <andythenorth> bet you it's ICU? o_O 17:44:21 <andythenorth> https://github.com/OpenTTD/OpenTTD/issues/6572 17:44:44 <andythenorth> also https://github.com/OpenTTD/OpenTTD/issues/6573 17:44:53 <andythenorth> or it's an AI OOMing 17:45:24 <nielsm> first is using truetype, font is arial, but no AIs 17:45:29 <nielsm> so it could be ICU 17:45:41 <nielsm> but lang is ukrainian which shouldn't cause problems for the most part 17:54:57 *** Gabda has joined #openttd 17:57:22 *** frosch123 has joined #openttd 17:59:07 *** HerzogDeXtEr has joined #openttd 18:02:44 *** Gabda2 has quit IRC 18:02:58 <DorpsGek_II> [OpenTTD/OpenTTD] pi1985 closed pull request #7024: Rail fences in snow or desert https://git.io/fhs4W 18:05:13 <nielsm> I hope I didn't scare them away :( 18:09:47 *** Gabda has quit IRC 18:10:58 *** Gabda has joined #openttd 18:12:39 <andythenorth> quak 18:13:16 <frosch123> moo 18:14:12 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6530: Loading of mixed cattle and grain (absolute tarpit issue) https://git.io/fhZfb 18:14:13 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6530: Loading of mixed cattle and grain (absolute tarpit issue) https://git.io/fhZfN 18:16:11 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6434: Localization of company and president name https://git.io/fhZfx 18:16:12 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6434: Localization of company and president name https://git.io/fhZfp 18:18:49 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6355: Crash: (hang) infinite loop error https://git.io/fhZfj 18:18:50 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6355: Crash: (hang) infinite loop error https://git.io/fhZJe 18:19:15 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6351: Graphics glitch with overlapping bridges https://git.io/fhZJv 18:19:16 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6351: Graphics glitch with overlapping bridges https://git.io/fhZJf 18:22:37 <andythenorth> someone kick Dorpsgek for a bit :( 18:24:56 <LordAro> have you considered not closing issuea? :p 18:29:49 <Gabda> this is the last memento of the dying issues 18:31:32 *** Wolf01 has joined #openttd 18:32:16 <Wolf01> o/ 18:32:21 <Borg> \o 18:32:35 <andythenorth> issues are boring 18:32:40 <andythenorth> it's like having a job 18:32:44 <andythenorth> how dull 18:33:35 <Wolf01> Heh 18:33:51 <andythenorth> making stuff is fun 18:35:04 <DorpsGek_II> [OpenTTD/OpenTTD] pi1985 opened pull request #7029: #6315 Rail fences in snow or desert https://git.io/fhZJq 18:39:03 <andythenorth> https://nolanlawson.com/2017/03/05/what-it-feels-like-to-be-an-open-source-maintainer/ 18:39:05 <andythenorth> https://mikemcquaid.com/2018/03/19/open-source-maintainers-owe-you-nothing/ 18:39:20 <andythenorth> https://opensource.guide/best-practices/ 18:40:16 <andythenorth> https://writing.jan.io/2017/03/06/sustainable-open-source-the-maintainers-perspective-or-how-i-learned-to-stop-caring-and-love-open-source.html 18:46:40 <Samu> damn it i got errors in the table :/ 18:50:25 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7029: #6315 Rail fences in snow or desert https://git.io/fhZJW 18:55:22 *** acklen_ has quit IRC 18:55:30 <Gabda> andythenorth Do you have a vision about the project? 18:57:20 <andythenorth> frosch123 wrote a nice one https://wiki.openttd.org/FAQ_development#What_are_the_goals_of_the_offical_branch.3F 18:59:14 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6142: Signals: incorrect signal states while placing path-signals . https://git.io/fhZJE 18:59:15 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6142: Signals: incorrect signal states while placing path-signals . https://git.io/fhZJu 19:02:59 *** rocky11384497 has quit IRC 19:03:52 *** rocky11384497 has joined #openttd 19:11:07 <Gabda> it really summarizes the goals well 19:16:33 <andythenorth> no TrueBrain today? o_O 19:17:13 <frosch123> there are two, do you want a third? 19:17:37 <andythenorth> I think two is enough 19:18:17 <andythenorth> anyone want to go bug hunting? o_O 19:18:33 * andythenorth will apply the 'stale' hammer otherwise 19:18:34 <andythenorth> https://github.com/OpenTTD/OpenTTD/issues/6407 19:18:42 <andythenorth> https://github.com/OpenTTD/OpenTTD/issues/6440 19:18:52 <andythenorth> https://github.com/OpenTTD/OpenTTD/issues/6516 19:22:43 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #3799: AI: would be nice to have a way to get cargo acceptance/production for a station https://git.io/fhZJF 19:22:44 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #3799: AI: would be nice to have a way to get cargo acceptance/production for a station https://git.io/fhZJb 19:22:49 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #3003: Don't give bogus cache error for path reservations https://git.io/fhZJN 19:22:50 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #3003: Don't give bogus cache error for path reservations https://git.io/fhZJA 19:24:22 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #3764: Refitting consists using cargo subtypes https://git.io/fhZJp 19:24:24 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #3764: Refitting consists using cargo subtypes https://git.io/fhZJh 19:28:44 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #5542: Train not using the entire station https://git.io/fhZUv 19:28:45 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #5542: Train not using the entire station https://git.io/fhZUf 19:29:44 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #5776: Autoreplace: better feedback for failed force-upgrade in depot https://git.io/fhZUJ 19:29:45 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #5776: Autoreplace: better feedback for failed force-upgrade in depot https://git.io/fhZUU 19:31:15 <andythenorth> frosch123: how attached are you to old (5 years) patches or diagnostics you did? 19:31:16 <andythenorth> o_O 19:31:20 <Eddi|zuHause> oh, it's that time again... 19:32:07 <andythenorth> I am finding a lot of stuff from 'frosch is the main active maintainer' phase of openttd :P 19:32:36 <LordAro> is that not the case now? :p 19:32:46 <andythenorth> fortunately for all not 19:32:49 <andythenorth> esp. frosch 19:33:00 <andythenorth> LordAro you are now main active maintainer, you didn't know? o_O 19:33:04 <LordAro> osht 19:33:08 <frosch123> andythenorth: i committed what is done 19:33:13 <frosch123> if it is not committed it has issues 19:34:08 <frosch123> anyway, don't worry. i never use the tracker to look for stuff 19:34:22 <frosch123> i have bookmarks to everything i cared at some point 19:34:24 <andythenorth> it's more about not pissing you off by wasting a lot of work you did 19:34:38 <andythenorth> but eh, nobody else came along and reviewed it or advanced it 19:40:58 <DorpsGek_II> [OpenTTD/OpenTTD] pi1985 updated pull request #7029: #6315 Rail fences in snow or desert https://git.io/fhZJq 19:41:18 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #5504: Numpad keys behave in unexpected ways https://git.io/fhZUI 19:41:19 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #5504: Numpad keys behave in unexpected ways https://git.io/fhZUt 19:48:22 <Eddi|zuHause> uhm, i think he made a real mess of the PR 19:48:31 <Samu> alright, just made it build a bit more tightly 19:49:35 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #4873: Offer for take-over will expire, but message will stay on screen https://git.io/fhZUR 19:49:36 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #4873: Offer for take-over will expire, but message will stay on screen https://git.io/fhZU0 19:50:58 <andythenorth> so this in grf v9? o_O https://github.com/OpenTTD/OpenTTD/issues/7016 19:51:43 <andythenorth> why don't we just have generic tile vars? o_O 19:55:48 <Samu> https://imgur.com/Oov2zGU 19:55:55 <Samu> it went to the other side 19:56:11 <Samu> but i still see a few cases where houses could've been built 19:56:44 <Samu> between the middle bridge and middle depot 19:56:50 <frosch123> we also have no valuator callback :) 19:56:54 <Samu> at least 1 house there 19:57:40 <Samu> must compare with original openttd 19:57:41 <Samu> brb 19:58:16 <frosch123> that's an idea to add some kind of action2 that iterates over a train and calls another action2 for each part of the consist, which can then accumulate any data in temp registers for the main chain 19:59:15 <frosch123> we also do not have parallel callback execution :( 20:01:03 <Samu> https://imgur.com/NCrl54v original behaviour also doesn't build there so I guess it's fine 20:02:30 *** sla_ro|master has quit IRC 20:03:48 <andythenorth> frosch123: would that be idempotent? o_O 20:04:39 <frosch123> try to use a different word :p 20:04:46 *** Progman has joined #openttd 20:05:40 <Eddi|zuHause> andythenorth: new vars don't need grfv9 20:06:46 <andythenorth> how did the discussion end yesterday? 20:06:46 <andythenorth> those vars are possible or not? 20:06:58 <andythenorth> I dislike these service-oriented tickets tbh 20:07:27 <andythenorth> I just want to give a factual reason for closue 20:07:29 <Eddi|zuHause> i think they're possible, and probably easy to implement (10LOC) 20:07:33 <andythenorth> 'not possible' or 'not interested' 20:07:36 <andythenorth> one or the other 20:07:38 <Eddi|zuHause> the question is the performance 20:07:55 <andythenorth> is measuring the performance even interesting? 20:08:14 <Eddi|zuHause> interesting for what? 20:08:17 <andythenorth> a person 20:08:18 <andythenorth> to do 20:09:05 <Eddi|zuHause> load a savegame, add test grf, let it run... not difficult 20:09:48 <Eddi|zuHause> i can imagine there exists a person who finds that interesting 20:09:58 <andythenorth> and patch nml, and both sets of docs 20:10:21 <Eddi|zuHause> don't need nml patch for a test grf 20:10:30 <andythenorth> true 20:10:55 <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns https://git.io/fhZUj 20:13:01 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6407: railtype - depot - snow https://git.io/fhZTv 20:14:14 *** synchris has quit IRC 20:16:15 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6590: Stations: allow building stations on railtypes other than the one currently selected https://git.io/fhZTU 20:16:16 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6590: Stations: allow building stations on railtypes other than the one currently selected https://git.io/fhZTT 20:16:31 <Gabda> what are your thoughts on a 1 or 2 bit / tile visual overlay cache for the whole map? 20:17:19 <Gabda> to store information like town boundaries and station catchments? 20:17:20 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6061: Towns: lowers land for no good reason in triangular fashion (better roads) https://git.io/fhZTk 20:17:21 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6061: Towns: lowers land for no good reason in triangular fashion (better roads) https://git.io/fhZTI 20:18:28 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6046: Signals: train gets stuck when placing multiple signals over it https://git.io/fhZTq 20:18:29 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6046: Signals: train gets stuck when placing multiple signals over it https://git.io/fhZTm 20:18:49 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6006: Timetable: vehicles no longer wait in stations https://git.io/fhZTY 20:18:50 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6006: Timetable: vehicles no longer wait in stations https://git.io/fhZTO 20:19:11 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #5995: Crash during vehicle unload https://git.io/fhZT3 20:19:12 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #5995: Crash during vehicle unload https://git.io/fhZTs 20:19:15 <andythenorth> fricking spammers 20:19:29 <andythenorth> I will quit the channel if this continues :( 20:19:45 <Borg> what spammers? 20:20:20 <frosch123> Gabda: for what use case? 20:20:41 <Gabda> https://github.com/OpenTTD/OpenTTD/pull/7025 20:22:02 <frosch123> i would welcome a cache of nearest town for each tile, which is not stored in savegames and recomputed on load 20:22:19 <frosch123> townzones are easily computed from that, and nearest town is useful for a lot of other stuff 20:25:32 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #4931: Make downloading GFX for first-time users a better experience https://git.io/fhZTC 20:25:33 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #4931: Make downloading GFX for first-time users a better experience https://git.io/fhZTW 20:25:48 <andythenorth> hah < 150 issues 20:25:57 <andythenorth> enough spam now 20:26:10 <Samu> Im starting to make comments 20:26:36 <Samu> the code so far https://paste.openttdcoop.org/p807efevu 20:27:13 <Samu> it could be simplified a bit more, just noticed some repeating parts 20:27:21 <Samu> what u think of it atm? 20:28:54 <Gabda> frosch123: that would also solve my problem, and that is constant, unlike local authority 20:29:52 <Gabda> is it possible to found a new town midgame? (by some scripts or addons) 20:29:57 <andythenorth> yes it is 20:30:13 <andythenorth> there is a settings option to allow it in game 20:30:21 <andythenorth> I assume GS can do it as deity also 20:31:50 <Gabda> so it can be deleted as well 20:32:31 <Gabda> is there a hardcoded maximum number of cities? 20:33:04 <frosch123> yes, the size of the TownPool 20:33:22 <frosch123> anyway, you also need nearest town in scenario editor 20:33:38 <frosch123> so, you need to update the cache after every founding 20:33:59 <frosch123> i think there is already a similar hook to recompute ownership of town-owned roads and houses 20:33:59 <Gabda> can I work on this? it seems interesting :) 20:34:13 <frosch123> go ahead :) 20:34:25 <frosch123> you may find some oddities around houses and roads 20:34:41 <andythenorth> this is how contributing should look ^ :D 20:34:46 <frosch123> they store a separate town reference for ownership, which is not necessarily the nearest town 20:34:50 <Gabda> yes, I already saw that part 20:38:46 <Eddi|zuHause> usually number of towns is limited by available town names 20:40:31 <Eddi|zuHause> <frosch123> so, you need to update the cache after every founding <-- but you can use that by "flood-filling" from the new town center in each direction, until you find a tile that is closer to another town 20:40:57 <Eddi|zuHause> it's not a "recompute the whole map" operation 20:42:07 <Eddi|zuHause> or you could maintain a voronoi partition of the map, which would need O(#towns) space instead of O(#tiles) 20:43:05 <Eddi|zuHause> i had started a GS once that calculated the neighbouring towns by a voronoi partition 20:44:38 <frosch123> don't be silly 20:44:46 <frosch123> you do not fund that many towns 20:45:02 <frosch123> Gabda: UpdateNearestTownForRoadTiles is likely a good start 20:45:11 <frosch123> it is called from all the places where stuff changes 20:45:40 <Eddi|zuHause> frosch123: but adding a town to a voronoi partition is trivial 20:45:49 <frosch123> voronoi is not trivial 20:46:12 <Eddi|zuHause> and determining which town is closest to a tile is also trivial with a voronoi partition 20:46:20 <frosch123> scanning every 16th tile on the map and filling everything inbetween if neighbouring ones agree, is easy 20:46:21 <Eddi|zuHause> i should still have the GS code somewhere 20:47:11 <Gabda> ok, I will look into the voronoi thing as well 20:47:23 <andythenorth> after 2 days of refactoring my sprite generator 20:47:27 <andythenorth> I am nearly ready to fix it 20:47:33 <andythenorth> how much time did I save? o_O 20:47:40 <frosch123> Gabda: read the wiki about voronoi, it's nice, but don't use it in production code :) 20:47:41 <Eddi|zuHause> it's a pretty well documented algorithm 20:49:24 <frosch123> andythenorth: don't worry, on sunday i decided to tear apart my flask app and to reassemble the pieces :p 20:50:02 <andythenorth> what else are Sundays for? 20:50:40 <Eddi|zuHause> ok, this is about 350 lines of squirrel code 20:51:13 <Gabda> frosch123: that every 16th tile thing is so unnatural at first, it is hard to think in Manhattan distances 20:52:34 <Eddi|zuHause> https://paste.openttdcoop.org/pdwwlfrdz 20:53:05 <Eddi|zuHause> that is the main algorithm 20:53:46 <Gabda> I saved the link, thanks 20:53:52 <Eddi|zuHause> with some helper functions in other files 20:54:02 <frosch123> Gabda: it is not about manhattan distance. but you can only skip distances which are smaller than some fraction of the distance to the nearest town 20:54:40 <frosch123> hmm, ... maybe i am wrong 20:55:05 <Eddi|zuHause> voronoi partition and delaunay triangulation are dual operations, if you solve one, you also solve the other 20:55:34 <Gabda> I have to go now, we can continue the discussion tomorrow 20:56:15 <Eddi|zuHause> man, that was over 7 years ago 20:56:37 <Gabda> If you continue it now, pls save the conversation for me 20:56:39 * andythenorth watches Eddi|zuHause grapple with time 20:56:54 <Eddi|zuHause> function GetDate() { return "2011-11-28"; } 20:57:05 <andythenorth> I am on the next phase 20:57:10 <Gabda> or can it be checked with the log command lated? 20:57:14 <Gabda> *later 20:57:19 <Eddi|zuHause> there is a log 20:57:21 <andythenorth> desperately trying to reduce the number of tasks before death :P 20:57:27 <Eddi|zuHause> @log 20:57:27 <andythenorth> there are more phases, I believe 20:57:35 <Eddi|zuHause> @logs 20:57:35 <DorpsGek> Eddi|zuHause: https://webster.openttdcoop.org/index.php?channel=openttd 20:58:00 <Eddi|zuHause> andythenorth: is that why you're so adamant about closing tickets? 20:58:06 <Gabda> oh, good 20:58:12 <Gabda> bye everyone! 20:58:14 <andythenorth> somewhat Eddi|zuHause 20:58:16 <andythenorth> bye Gabda 20:58:23 *** Gabda has quit IRC 20:58:32 *** Borg has quit IRC 20:58:55 <andythenorth> partly I just like scorched earth 20:59:02 <andythenorth> if we could actually burn some stuff, I would be happy 20:59:19 <andythenorth> OpenTTD bonfire? That's an event I would come to 20:59:30 <andythenorth> would have to be big 20:59:30 <frosch123> burn nml? return to nfo? 20:59:35 <andythenorth> I mean literal 20:59:44 <andythenorth> our annual company holiday is a very big bonfire 21:00:13 <frosch123> fires work less the less paper there is 21:01:08 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas opened pull request #7030: Docs: Fix a few typos in docs/multiplayer.txt https://git.io/fhZT5 21:01:18 <Eddi|zuHause> "// edge case: one town" <-- oh, i thought of that :p 21:02:44 <LordAro> "Docs" belh 21:08:37 * andythenorth can't find a good video of tar barrels 21:08:42 <andythenorth> probably the best thing I've ever been to 21:08:52 <andythenorth> https://www.youtube.com/results?search_query=tar+barrels+ottery 21:09:43 <Eddi|zuHause> not clicking on that 21:09:51 <andythenorth> it's not a rick roll 21:10:01 <andythenorth> LordAro: it failed CI :P 21:10:03 <Eddi|zuHause> not the thing i'm worried about :p 21:10:36 <LordAro> andythenorth: well of course 21:10:38 <Eddi|zuHause> i don't understand the CI errors 21:10:41 <andythenorth> https://www.tarbarrels.co.uk/ 21:11:16 <andythenorth> well let's educate ourselves 21:11:32 <andythenorth> https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=172 21:11:45 <andythenorth> so there's an image missing? 21:11:46 <andythenorth> docker image? 21:12:03 <LordAro> that is a very bad error message 21:12:18 <LordAro> no, the commit checker failed 21:12:22 <LordAro> (Docs vs Doc) 21:12:58 <Eddi|zuHause> yeah, but how is anyone supposed to read that out of a pile of "image not found" errors? 21:13:01 <andythenorth> the detailed log is annoying 21:13:05 <andythenorth> I can't deep link it 21:13:10 <LordAro> also that 21:13:30 <andythenorth> ok https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=172&view=logs&jobId=1f5e9798-210f-57a3-e04d-38db1ab8113f&taskId=41a39cf2-72bd-5832-f9af-19df9ae0310c&lineStart=97&lineEnd=98&colStart=1&colEnd=1 21:13:31 <andythenorth> I can 21:13:40 <andythenorth> it's just a weird interface 21:13:46 <andythenorth> bits of it flip my cursor for some reason 21:13:59 <nielsm> it has to be possible to supply a custom parser to pull out the actual error text? 21:14:10 <Eddi|zuHause> and is there no way to propagate the "main" error message back to GitHub, so you can immediately see on the CI task what was wrong? 21:14:18 <andythenorth> lot of ##[error 21:14:23 <andythenorth> dunno what we'd parse 21:14:36 <LordAro> Eddi|zuHause: i fear TB is the only one to have read the azure docs 21:14:49 <andythenorth> I am encouraging more of us to learn how this works :P 21:15:02 <Eddi|zuHause> "OpenTTD CI Failing after 7m — Build #20190108.8 has failed" is useless info, and the "details" link is leading to a horrible nightmare 21:15:17 <andythenorth> ok so the code is where 21:15:38 <andythenorth> https://github.com/OpenTTD/OpenTTD-CF 21:16:01 <LordAro> azure-pipelines.yml or whatever it is too 21:16:21 <andythenorth> https://github.com/OpenTTD/OpenTTD-CF/blob/master/azure-pipelines-linux.yml 21:16:21 <andythenorth> ? 21:16:56 <andythenorth> https://github.com/OpenTTD/OpenTTD/blob/master/azure-pipelines-ci.yml 21:17:03 *** dihedral has quit IRC 21:17:17 <Eddi|zuHause> LordAro: on first glance i'd say the commit checker must finish before all the other build tasks are started, so to not produce a pile of followup-errors 21:17:43 <andythenorth> is this artefacts or log ? 21:17:45 * andythenorth exploring 21:18:00 <LordAro> mm 21:18:24 <andythenorth> so I think it's running the hooks here https://github.com/OpenTTD/OpenTTD-git-hooks/tree/c678c6d72c8a60d7b45c3b1ac1d7313c1efca0a2/hooks 21:18:34 <andythenorth> but I don't know where in the pipeline it's parsing 21:21:31 <andythenorth> the job says there were 11 errors 21:21:41 <andythenorth> but there are 45 lines printed with error 21:43:45 <DorpsGek_II> [OpenTTD/OpenTTD] Ufiby commented on issue #6967: BaNaNaS: Unhandled exception when uploading new https://git.io/fhZkP 21:47:53 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6967: BaNaNaS: Unhandled exception when uploading new https://git.io/fhZkS 21:49:31 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6529: Spritesorter: track fence sprite paints on top of landed UFO https://git.io/fhZkQ 21:49:32 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6529: Spritesorter: track fence sprite paints on top of landed UFO https://git.io/fhZk7 21:50:46 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6197: Crash while loading savegame from 1.4 in 1.5 https://git.io/fhZk5 21:50:47 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6197: Crash while loading savegame from 1.4 in 1.5 https://git.io/fhZkd 21:52:42 *** Stimrol has joined #openttd 21:57:59 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6057: Win8.1 UI scaling affects resolution https://git.io/fhZkj 21:58:00 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6057: Win8.1 UI scaling affects resolution https://git.io/fhZIe 21:58:58 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6039: Signals: train gets stuck while entering a depot and path re-reservation occurs https://git.io/fhZIv 21:58:59 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6039: Signals: train gets stuck while entering a depot and path re-reservation occurs https://git.io/fhZIf 22:00:54 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6359: Remaining lifetime (years) does not go negative https://git.io/fhZIU 22:00:55 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6359: Remaining lifetime (years) does not go negative https://git.io/fhZIT 22:01:34 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6289: AIVehicleList_DefaultGroup fail to return vehicle in default group https://git.io/fhZIk 22:02:34 <milek7> doesn't github have some 'close all' button? 22:02:46 *** Gja has quit IRC 22:03:00 <andythenorth> can probably delete the whole project 22:03:19 <andythenorth> there is a mass close (set) option 22:04:03 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6516: Crash: running game https://git.io/fhZIm 22:04:04 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6516: Crash: running game https://git.io/fhZIY 22:04:08 <andythenorth> I am actually reading the issues though :P 22:05:17 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6503: Abnormalities in train subtile coordinates when reversing at the end of line https://git.io/fhZIn 22:05:18 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6503: Abnormalities in train subtile coordinates when reversing at the end of line https://git.io/fhZIc 22:18:25 *** gelignite has quit IRC 22:19:18 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6361: Crash in UI for StoryBook of Awards GS https://git.io/fhZIE 22:19:19 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6361: Crash in UI for StoryBook of Awards GS https://git.io/fhZIu 22:19:20 *** andythenorth has left #openttd 22:21:59 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #3958: Display speed in vehicle window without truncation https://git.io/fhZIa 22:22:00 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #3958: Display speed in vehicle window without truncation https://git.io/fhZIV 22:22:30 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #3596: Scenario Editor: Loading *.sav https://git.io/fhZIw 22:22:31 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #3596: Scenario Editor: Loading *.sav https://git.io/fhZIr 22:24:00 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #5654: Visibility of companies on graphs is not saved in game https://git.io/fhZI6 22:24:01 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #5654: Visibility of companies on graphs is not saved in game https://git.io/fhZIi 22:25:49 <LordAro> dammit andy, you've left the channel and you're still spamming 22:27:17 <frosch123> and pushing to iron-horse at the same time 22:27:25 <frosch123> he probably is also brushing teeth 22:28:33 <LordAro> very busy 22:33:24 <Samu> TileIndexDiffC diffc = _tileoffs_by_dir[corner_to_direction[opposite_corner]]; 22:33:31 <Samu> magic! 22:33:59 <Samu> I can remove the corner to direction function 22:34:04 <Samu> less code! 22:39:44 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6464: Scenario Editor: Game Script is incorrectly active when loading scenario https://git.io/fhZIp 22:39:45 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6464: Scenario Editor: Game Script is incorrectly active when loading scenario https://git.io/fhZIh 22:40:50 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6512: Different costs when building canal on object with water https://git.io/fhZLU 22:40:51 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6512: Different costs when building canal on object with water https://git.io/fhZLT 22:41:29 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6212: UI Zoom: multiple issues https://git.io/fhZLk 22:41:30 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6212: UI Zoom: multiple issues https://git.io/fhZLI 22:42:21 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6589: Crash: running the "rescannewgrf" command while newgrfs are already being scanned https://git.io/fhZLL 22:42:22 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6589: Crash: running the "rescannewgrf" command while newgrfs are already being scanned https://git.io/fhZLt 22:43:33 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6445: Spinlock when saving game on server while client is joining https://git.io/fhZLm 22:43:34 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6445: Spinlock when saving game on server while client is joining https://git.io/fhZLY 22:44:38 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6440: Crash: MP game (with emergency save) https://git.io/fhZLO 22:44:39 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6440: Crash: MP game (with emergency save) https://git.io/fhZL3 22:45:22 <glx> hehe he should have /nick instead leaving 22:48:09 <glx> 264 lines of vbs (empty lines included) and I only converted the bash part of squirrel_export, still have to convert the awk part 22:49:41 <LordAro> mass closing issues still concerns me. i think the idea that closing "stale" issues will force people to look at newer issues is flawed. pretty sure it will just result in duplication, likely that no one will ever know about, because no one ever looks at closed issues 22:50:18 <glx> I always search for closed issues before opening a new one 22:50:38 <LordAro> sure, but i suspect you're in the minority 22:50:55 <LordAro> and then what? close the new one and reopen the old one? you've still got a duplicate issue at that point 22:51:43 *** Wolf01 has quit IRC 22:52:37 <LordAro> and even if people do, they might not understand why it's been closed, and open a new issue anyway 22:53:24 <frosch123> LordAro: i don't think there is anyone anymore who looks at issues and tries to fix one 22:53:38 <frosch123> people only fix issues when they run into them 22:53:44 <frosch123> or if they are new 22:53:54 <LordAro> perhaps? but closing them guarantees that no one will ever look at them 22:54:03 <frosch123> so, possibly issues are more likely to get fixed if they are created again 22:54:10 <nielsm> plain feature requests without attached patch should be treated as discussion and just buried 22:54:54 <frosch123> good issues return :) 22:54:55 <nielsm> crashes reproducible with an attached save should be triaged whether it's a corrupted save or an actual bug 22:54:59 <LordAro> nielsm: i don't disagree with that, most of my concern is closing crash reports without them being adequately explained/fixed 22:55:35 <nielsm> crashes that don't reproduce and are several years old are not worth keeping around 22:56:09 <LordAro> sure 22:56:09 <nielsm> and other bugs should be qualified (if they aren't already) and kept around until a fix is provided 22:57:31 <LordAro> for instance, #6589 looks perfectly valid to me 22:57:40 <LordAro> and reproducible, according to adf 22:59:04 <LordAro> the fact that it's an "isolated issue" is meaningless - all of the easy to fix crashes have long since been solved 22:59:48 <nielsm> the way asf describes the issue makes it sound like it's a general issue, reported via a specific instance where it can cause a crash 23:00:03 <nielsm> general issue with UI input event handling 23:00:58 <nielsm> but it's late, gn 23:01:02 *** nielsm has quit IRC 23:01:17 <Samu> who's english enough? 23:01:28 <Samu> * Check wether growing on a half-tile coast tile ends up blocking a water connection 23:01:38 <Samu> * @return true if building here blocks a water connection / 23:01:49 <LordAro> whether 23:01:51 <Samu> ok 23:01:51 <LordAro> otherwise fine 23:02:00 <Samu> ty 23:05:08 <Samu> https://paste.openttdcoop.org/pkvoiu2fe 23:05:31 <Samu> now with imbuted CornerToDirection 23:05:46 <Samu> and 90 deg support 23:06:12 <Samu> does it need more comments explaining stuff? 23:09:16 *** frosch123 has quit IRC 23:09:29 <Samu> erm a typo 23:09:41 <Samu> on line 51 23:12:12 <Samu> looks like i can move opposite_track a bit further down 23:18:07 *** acklen has joined #openttd 23:18:11 *** chomwitt has quit IRC 23:18:16 <Samu> gonna see what happens with 90 degrees forbidden, brb 23:18:34 *** HerzogDeXtEr has quit IRC 23:24:23 <Samu> it werks 23:24:27 <Samu> everything works 23:24:59 <Samu> town constructors become too smart if they know a ship can't make 90 degrees they build on water 23:26:53 <Samu> https://imgur.com/skS5ajO smart town! 23:29:00 <Samu> https://imgur.com/a/bhP9ViU two images 23:29:04 <Samu> it werks! 23:34:36 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhsRY 23:34:50 <Samu> how do I make it compile? 23:35:11 <Samu> ever since the azure switch thing, it doesn't start compiling my stuff 23:37:31 <LordAro> it'll get there 23:37:38 <LordAro> assuming you've rebased 23:38:01 <LordAro> just takes a moment to start 23:38:18 <Samu> didn't rebase 23:38:46 <Samu> gonna try rebase 23:39:01 <LordAro> looks fine 23:39:06 <Samu> command line scares me too much 23:39:10 <LordAro> azure-pipelines-ci.yml is in the repo 23:39:14 <LordAro> you only need to do it once 23:39:26 <LordAro> (and rebasing and pushing again will only serve to slow it down) 23:39:51 <Samu> Hide all checks 23:39:52 <Samu> Some checks haven’t completed yet 23:39:52 <Samu> 1 expected check 23:40:09 <Samu> waiting for status to be reported :( 23:40:33 <LordAro> be less impatient 23:40:38 <LordAro> try sleeping 23:40:42 * LordAro does so 23:42:01 <Samu> where is this azure guy? 23:42:07 <Samu> website 23:42:52 <Samu> nevermind, i think i found it