Log for #openttd on 30th September 2019:
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01:12:44  <DorpsGek_III> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7747: Feature: Configurable ending year
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01:50:23  <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on pull request #7747: Feature: Configurable ending year
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08:21:50  <DorpsGek_III> [OpenTTD/OpenTTD] andythenorth commented on pull request #7752: Prevent sounds being produced by inactive industries
08:22:10  <andythenorth> oof
08:22:19  <andythenorth> trying not to write that without being a dick
08:22:29  <andythenorth> -not even
08:22:33  * andythenorth should go to work
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08:45:29  <andythenorth> oof I had a good idea, but it FAIL
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09:55:17  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
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12:29:26  <DorpsGek_III> [OpenTTD/OpenTTD] andythenorth commented on pull request #7752: Prevent sounds being produced by inactive industries
12:37:14  <_dp_> btw, why is sound using game state random?
12:43:00  <_dp_> It's kinda fair that everyone will be equally annoyed by those sounds ofc but then you can just disable them altogether :p
12:43:57  <nielsm> yes that is kinda weird
12:45:57  <LordAro> if in doubt, probably hysterical raisins
12:48:34  <nielsm> now checking the end year thing for myself
12:48:51  <nielsm> is it really 2049-2050 year change in original ttd
12:49:04  <nielsm> or 2050-2051 as implemented in ottd
12:49:46  <nielsm> having to run ttd in dosbox and then run dosbox in fastforward mode
12:50:34  <nielsm> yeah 2049-2050 year change is the correct
12:50:43  <nielsm> for how long has ottd been wrong and had a 101 year game?
12:51:41  <nielsm> it should also, at least in singleplayer, switch music to the title music
12:55:46  <peter1138> The sounds are synchronised, see.
12:56:22  <LordAro> nielsm: surprising, given all those sprites for the endscreen would've been hardcoded
12:58:49  <nielsm> oh yeah... well
12:59:06  <nielsm> the sprite says december 31, 2050
12:59:15  <nielsm> the game ends at december 31, 2049
12:59:16  <nielsm> in ttd
12:59:31  <LordAro> obiwan in TTD itself?
12:59:34  <LordAro> ha
13:00:10  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed pull request #7751: Fix 196d5868: Missing override keyword.
13:00:10  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7630: Fix warnings from GCC9
13:00:13  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed pull request #7748: Fix: compilation error with MinGW
13:00:27  <nielsm> otoh this is tested with ttdpatch for the Year cheat
13:00:45  <LordAro> closing 3 PRs at once is always nice
13:00:53  <nielsm> so should maybe see if I can generate a save in dec 2049 and load it without patch
13:01:12  <peter1138> Grr, USB port on my Garmin is fucked :(
13:01:22  <peter1138> The GND pin is bent back.
13:01:59  <LordAro> oh no
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13:06:56  <LordAro> nielsm: interestingly, just found this commit
13:07:54  <_dp_> rofl
13:10:22  <andythenorth> 2008 :)
13:10:33  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7747: Feature: Configurable ending year
13:10:37  * andythenorth wondering if town ID can be used as a hack to force industry co-location
13:10:41  <andythenorth> in absence of a regions function
13:11:07  <LordAro> currently wondering if this introduced an off-by-one
13:11:25  <andythenorth> I can check distance to other industry types, when building the industry, but it's at risk of deadlocks, and gets hard to maintain
13:12:55  * andythenorth draws ideal world, where industries return some UID token, and openttd only builds industries with that UID in certain regions of the map
13:15:08  <Eddi|zuHause> LordAro: i don't see where the obiwan would come from there, but why was it checking against "ending_year - MAX_YEAR" before, shouldn't that have been BASE_YEAR?
13:17:57  <LordAro> honestly i've no idea
13:18:21  <LordAro> the very first implementation had a comment that was just wrong
13:19:08  <LordAro> it's possible it's been wrong the entire time
13:19:22  <nielsm> heh
13:19:35  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
13:22:37  <Eddi|zuHause> tbh, i've never reached the year 2050
13:25:53  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
13:37:00  * andythenorth wonders 
13:37:14  <andythenorth> can towns be iterated arbitrarily from a newgrf :P
13:37:22  <andythenorth> towns have permanent storage
13:38:09  <andythenorth> so at game start, if I could walk say 25% of towns and set a storage bit, for example 'chemicals industry town'
13:38:18  <andythenorth> then industry location check could probably read that storage
13:38:36  <andythenorth> it could even be done when the first n industries of that type are build
13:39:28  <andythenorth> it would limit to placement within the town catchment though, rather than within n tiles
13:39:33  <andythenorth> might be very crowded :P
13:40:27  <peter1138> Game script?
13:40:40  <peter1138> Does OpenTTD have RTX support yet?
13:41:12  <andythenorth> gamescript is blind to newgrf
13:41:22  <andythenorth> except by reading the produced / accepted cargos
13:41:32  <andythenorth> also ew gamescript :)
13:53:56  <nielsm> andythenorth or you could do some kind of check on map coordinates, maybe that works best for mining industries
13:54:04  <nielsm> (areas of the map rich in various natural resources)
13:54:16  <andythenorth> yes, could divide the map up into blocks
13:54:34  <andythenorth> that's already used for clustering similar industries somewhat, but not using x,y coords
13:55:18  <andythenorth> so, for example, chemicals industries might always locate in top corner of map
13:55:32  <andythenorth> in a 128*128 block
13:56:23  <andythenorth> interesting idea
13:57:24  <nielsm> you can maybe also emulate less rectangular areas by making diamond shaped areas instead, or the sum of a square and a diamon for a kind of 8 pointed star
13:57:41  <andythenorth> need some clever algorithm for checking x,y?
13:57:45  <nielsm> (more circular)
13:57:52  <andythenorth> like a parametric function or something?
13:58:01  <andythenorth> I am not very good with that maths
13:58:21  <andythenorth> but in schoold I worked out how to use parametrics to draw a smiley face on a graphical calculator
13:58:27  <nielsm> :D
13:58:34  <andythenorth> unfortunately that was not an exam question :P
13:59:01  <nielsm> decide on a center point of the industrial zone x0,y0
13:59:06  <andythenorth> I think there probably is a case for regions in OpenTTD
13:59:15  <andythenorth> but we'll never discover it without trying some hacks first
13:59:16  <nielsm> take the candidate position of the industry x,y
13:59:28  <nielsm> subtract from the center and take the absolute value of each coordinate
13:59:43  <nielsm> dx,dy = abs(x0-x),abs(y0-y)
13:59:54  <nielsm> then check the range of dx and dy
14:00:03  <andythenorth> "decide on a center point of the industrial zone x0,y0" requires fixed rules that can run in a callback
14:00:20  <andythenorth> and fallbacks, in case, e.g. it's all sea
14:00:33  <nielsm> yeah it wouldn't work well in the general case
14:00:50  <andythenorth> running this cb every time an industry is built would not be ideal
14:01:03  <nielsm> otoh, if all the coal on the map is located under the sea... yeah that's a problem you can solve by filling in the sea :D
14:01:35  <nielsm> yep it's better suited for a GS situation, where the GS picks the location of the industry
14:01:52  <nielsm> instead of the game trying a bunch of random locations until one works
14:02:53  <andythenorth> the GS route remains puzzling
14:03:00  <andythenorth> GS isn't event driven afaik
14:03:12  <nielsm> no
14:03:17  <nielsm> it would be the other way around
14:03:27  <andythenorth> makes player funding hard
14:03:34  <andythenorth> and game start would be hard / slow
14:03:43  <nielsm> the GS just decides it wants to build an industry, then uses its knowledge of the map and any rules decided by itself to pick out a position
14:03:52  * andythenorth ignoring the other problems with GS
14:04:13  <andythenorth> GS is a problem looking for a solution in most newgrf cases
14:04:21  <andythenorth> or something
14:04:26  * andythenorth more coffee
14:04:34  <nielsm> I'm out, going to visit copenhagen and check the newly opened metro line
14:04:38  <andythenorth> hurrah :)
14:04:46  <andythenorth> taking the parrot?
14:05:06  <nielsm> they are too difficult to take on trips :P
14:05:14  <andythenorth> my uncle has one, it has a lead
14:05:18  <andythenorth> but sometimes it flies away
14:05:23  * andythenorth back to GDPR and EU data transfers after Oct 31st :P
14:05:30  <nielsm> ouch
14:05:52  <DorpsGek_III> [OpenTTD/OpenTTD] planetmaker commented on pull request #7747: Feature: Configurable ending year
14:06:33  <planetmaker> oh, that sounds like an aweful lot of fun @ andythenorth :|
14:06:56  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7747: Feature: Configurable ending year
14:11:06  <peter1138> Was it lunch time?
14:13:18  <andythenorth> it was but I am not happy with what it wsa
14:13:22  <andythenorth> marmite on toast
14:13:29  <andythenorth> not enough salad
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14:17:17  <planetmaker> nielsm, in order to not spam the github issue: what is the idea of adding both, ending_year and game_length? It seems homologuous in terms of what it achieves, thus duplicating a setting to two variables
14:18:32  <planetmaker> (it's ok to have the choice to set either ingame for start config, but it only needs one internal variable)
14:29:22  <_dp_> kinda agree, it's hard to imagine usecases for those two settings
14:29:41  <_dp_> removing scoreboard completely is nice, that I can use
14:30:49  <_dp_> but no ideas for any other case
14:32:17  <_dp_> citymania has game length setting but it does a lot of extra stuff on game end, not sure how that's relevant to vanilla
14:33:18  <peter1138> andythenorth, oh, mine was salad and... er... cake :/
14:33:28  <andythenorth> cake salaf
14:33:31  <andythenorth> sald
14:33:32  <andythenorth> oof
14:33:34  <andythenorth> I quit
14:34:40  <peter1138> Fruit cake, leftovers from the MacMillan cake day thing.
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15:12:50  <Samu> Niels van Gogh is a dj
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16:21:16  <Wormnest> Samu: The main difference with you in what I usually do for testing my ai´s is that I set vehicle limits a lot lower than the maximum 5000
16:22:03  <Wormnest> Besides that in the tested game it took a long time before WormAI was first, it was 3/4 for a long time
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17:40:48  <andythenorth> planetmaker: any interest in a devzone refresh? :)
17:45:48  <DorpsGek_III> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
17:45:48  <DorpsGek_III>   - Update: Translations from eints (by translators)
17:47:09  <planetmaker> andythenorth, in what way are you talking?
17:47:35  <andythenorth> frosch has a repo with some dockerisation of devzone
17:47:50  <planetmaker> oh?
17:48:14  <andythenorth>
17:49:10  <planetmaker> interesting. That does look nice
17:49:44  <andythenorth> it would be nice to know the future of devzone
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17:51:51  <andythenorth> most of my grfs will no longer build
17:52:23  <andythenorth> I started moving them to Github + Azure + Amazon, but it's problematic for eints I believe
17:52:36  <planetmaker> yeah, probably
17:52:50  <andythenorth> :)
17:53:06  <andythenorth> I don't like to bother anyone too often about devzone, and not sure who to bother either :)
17:53:32  <planetmaker> well, I started moving repos to github. But the build part... is quite unique. Anyhow, I don't plan to retire the machine ...
17:53:48  <planetmaker> the upgrade part is the ... "interesting" part. I've no spare to test on :)
17:54:00  <andythenorth> do we own the hardware?
17:54:08  <planetmaker> no, I pay monthly 45€ for it
17:54:31  <planetmaker> I planned to use my old machine... but I fried it
17:54:43  <andythenorth> get a 2nd rental, move A->B ?
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17:55:23  <planetmaker> well, yesish... that would be my choice
17:56:24  <planetmaker> I was hoping actually s/o had a machine to use transitionally :)
17:57:14  <planetmaker> i.e. move current devzone onto it, and setup everything anew on the existing machine
17:57:31  <planetmaker> and migrating stuff to it as it becomes available
17:57:35  <andythenorth> rent a commodity VM?
17:57:49  <planetmaker> hm... maybe, yes
17:58:14  <andythenorth>
17:58:29  <andythenorth> or similar
17:59:18  <andythenorth> TrueBrain knows about servers? :)
17:59:26  <planetmaker> hm, yeah. A cheap monthy VM contract, moving everything essential there... then an upgrade of the HV is easy
17:59:27  <andythenorth> or is Spike still around in coop?
17:59:54  <planetmaker> well... I can contact both... but both are about as available as you know it :)
18:00:13  <planetmaker> spike just took up a new dunno :)
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18:00:49  <planetmaker> but I guess some help from that side would be available
18:00:54  <planetmaker> with some planning
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19:14:30  <TrueBrain> Get a droplet on Digital Ocean .. pay as long as you use it
19:14:43  <TrueBrain> Pay-as-you-go is awesome
19:15:06  <TrueBrain> (@planetmaker, @andythenorth)
19:15:48  <andythenorth> thx
19:15:57  <planetmaker> hm, let's see. thx
19:16:08  <andythenorth> I have FIRS publishing from Azure to AWS
19:16:16  <andythenorth> but hmmm, it was too much clicking
19:16:47  * andythenorth doesn't like clickety click
19:16:51  <planetmaker> well, hm... memory... is expensive there
19:16:59  <planetmaker> game servers use loads of memory :)
19:17:04  <glx> I'm sure you can publish without clicking
19:18:03  <TrueBrain> Memory optimized ones too?
19:18:18  <TrueBrain> Andythenorth: GitHub actions make your life easier
19:18:43  <glx> yeah with github actions you can compile from github
19:18:44  <TrueBrain> No clicks .. lot of text :p
19:19:07  <andythenorth> there are these crazy AWS configs to paste around
19:19:08  <TrueBrain> Just ... you need to sign up for the beta for I believe two more months
19:19:13  <andythenorth> and a config generator
19:19:27  <andythenorth> the lolz is that the generator makes invalid syntax due to version mismatch :)
19:19:41  <planetmaker> github is promoting these actions as much as they can do... for all I always see
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19:23:00  <TrueBrain> can't blame them; it is something to be proud of
19:23:17  <andythenorth> can we abandon coop jenkins? :)
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19:25:09  <glx> the only issue I see is it's hard to test changes in PRs
19:25:40  <glx> github action changes
19:26:00  <TrueBrain> you need to test it in a fork, I nocited :D
19:27:23  <planetmaker> do you want to abandon it, andythenorth ?
19:28:27  <planetmaker> I'm not quite sure whether the actions work for all we need to build newgrfs... maybe...
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19:29:43  <TrueBrain> actions == docker == linux machine
19:29:52  <TrueBrain> so you -could- do everything .. just the question is if you want to :D
19:29:57  <TrueBrain> which is a fair thing to consider first ;)
19:30:08  <TrueBrain> burning everything first, thinking about that later, is the andythenorth approach ;)
19:30:08  <TrueBrain> :D
19:30:13  <glx> it's azure pipeline integrated in github
19:32:55  <andythenorth> I just distrust jenkins :)
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19:33:59  <andythenorth> actually what I liked about Azure Pipelines (not much) was that it's cattle not pets
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19:34:12  <andythenorth> jenkins historically tends towards hand-curated worker nodes
19:34:22  <andythenorth> or hand-managed images for worker nodes
19:34:34  <andythenorth> AP I just list python deps in a text file, and that's all
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19:35:04  <andythenorth> no maintenance, no deps, no package manager, no conflicts, no CVEs,
19:35:19  <planetmaker> right. So I will setup a machine which can run docker containers. So then from github they can be triggered to build NewGRFs
19:35:24  <planetmaker> is that understanding correct?
19:35:32  <andythenorth> sounds pretty good
19:35:32  <TrueBrain> no
19:35:36  <planetmaker> :(
19:35:41  <TrueBrain> GitHub Actions run docker images
19:35:55  <TrueBrain> so you don't need to setup any machine :P
19:35:58  <planetmaker> he
19:36:00  <planetmaker> ok
19:36:14  <andythenorth> I should give you access to my AP and AWS account :P
19:36:19  <planetmaker> so devzone is obsolete
19:36:25  <andythenorth> if we want it to be
19:36:32  <andythenorth> not if we don't
19:36:34  <andythenorth> it's a choice :)
19:36:42  <TrueBrain> its a lot of work ;)
19:36:45  <andythenorth> bundles is *not* obsolete, there's no commodity solution for that
19:36:47  <planetmaker> iff github actions run docker images on github infrastructure
19:36:50  <TrueBrain> you need to make a docker image that can build NewGRFs :D
19:37:08  <TrueBrain> but yeah, GitHub runs those images free of charge for Open Source projects
19:37:12  <TrueBrain> and quick
19:37:26  <TrueBrain> basically, they give you access to a Windows / Linux / MacOS machine
19:37:48  <andythenorth> if the goal is repo -> published artefacts on bundles, then I had it working for FIRS, but there are 5 significant problems
19:37:56  <andythenorth> 1. devzone repos don't import to github
19:38:05  <andythenorth> 2. Azure Pipelines is quite horrible
19:38:11  <andythenorth> 3. AWS is quite horrible
19:38:18  <andythenorth> 4. no way for eints to add translations
19:38:25  <planetmaker> well, bundles is there. And can remain there. Same for eints
19:38:27  <andythenorth> 5. have to re-write bundles for AWS
19:38:41  <planetmaker> And... I have a new machine now where we can make everything tidy and retire the old
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19:39:09  <planetmaker> (yes, the machine is 15 minutes old :P )
19:39:14  <andythenorth> frosch thinks that we could just scp or sftp to bundles, but that means keeping auth creds in Azure
19:39:20  <andythenorth> and probably it's not so simple anyway
19:39:28  <planetmaker> well, why not?
19:39:36  <andythenorth> (not doubting frosch BTW, just don't trust tech)
19:39:38  <planetmaker> how else would one get stuff to that machine?
19:40:05  <andythenorth> how does Jenkins do it?
19:40:26  <andythenorth> doesn't it write to disk on same machine?
19:40:30  * andythenorth may be 100% wrong
19:42:08  <planetmaker> it actually has the server nfs-mounted
19:42:55  <planetmaker> but that does not make really any difference what to do with an artefact after it is build
19:43:05  <planetmaker> whether you issue a cp or an scp on it
19:43:07  <andythenorth> who does the magic with the version numbers?  bundles or jenkins?
19:43:26  <andythenorth> e.g. release/LATEST etc
19:43:32  <planetmaker> neither really. The build script executed by jenkins
19:43:43  <andythenorth> that's the magic that I didn't want to replicate for AWS / Azure
19:43:44  <planetmaker> or the post_build script.
19:44:13  <andythenorth> so if we dropped artefacts on a dir somewhere, a bundles script could sort it out?
19:44:16  <LordAro> nothing particularly about storing (suitably locked down) credentials on azure/aws/actions/whatever
19:44:22  <LordAro> particularly bad*
19:44:39  <andythenorth> it doesn't worry me, I just couldn't find which button to click
19:45:03  <andythenorth> I was able to give Azure an authed github connection with a revokable key
19:45:16  <andythenorth> and some dedicated AWS creds for push to an s3 bucket
19:45:25  <andythenorth> but generic creds I didn't find :)
19:45:57  <planetmaker> I would require login via ssh key... but that's easy... sorting where to put stuff... well
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19:47:02  <planetmaker> currently it is easy as the post build script knows the project name and the version. So it writes to the dir identical to the project name, creates a dir identical to the version. And updates the symlink of LATEST to whatever it just created (if it built the 'latest')
19:47:29  * andythenorth tries to find the Azure FIRS project
19:47:41  <planetmaker> so bundles trusts the build node to store stuff in the right place and to do all the work with naming it correctly, too
19:47:44  <andythenorth> azure is like entering neverland :P
19:47:59  <planetmaker> bundles itself is absolutely dumb. It does nothing other than serving files.
19:48:12  <planetmaker> And that as plain html without overhead
19:49:21  <andythenorth> ok so the script is the clever part
19:49:27  * andythenorth understands now
19:50:26  <planetmaker> yes
19:50:51  <planetmaker> but it's the same script for every newgrf
19:51:03  <planetmaker> or rather even: every project
19:52:11  <planetmaker>
19:52:31  <andythenorth> maybe that's portable to other places
19:52:40  <planetmaker> with small adaptions: yes
19:52:47  * andythenorth lost in Azure and AWS, the UI is...ouch
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19:56:17  <andythenorth> FIRS published on AWS by Azure :P
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19:56:35  <andythenorth> docs work
19:57:14  <andythenorth> in some ways it was magical and easy
19:57:23  <andythenorth> but I spent a very long time in bad outdated documentation
19:57:35  <andythenorth> trying to set the bucket name, access policy, CORS policy etc
20:00:49  <planetmaker> so... what's wrong with bundles? :D
20:01:34  <andythenorth> nothing, I just don't have scp / sftp / ssh
20:02:01  <andythenorth> and in May this year, there was nobody around to look at this, so I tried alternatives :)
20:05:19  <planetmaker> the user management of the bundles server seems to be prime... most files belonging to users the system doesn't know :P
20:06:15  <planetmaker> cd ..
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20:07:15  <Samu> WormnestAndroid:
20:07:36  <Samu> it' still yesterday's game
20:08:23  <Samu> WormAI is orange, RailwAI is green, NoNoCAB is red, LuDiAI AfterFix is blue
20:08:52  <Samu> fast forwards too slow over here
20:09:29  <Samu> the limits are 500 500 200 300
20:09:36  <Samu> the defaults
20:11:34  <Samu> the map is quite busy already
20:12:00  <Samu> buoys may trigger the num of station ids limit
20:12:11  <Samu> too many of them
20:14:25  <Samu> wish there was an easy way to see how many station ids are in use
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20:37:35  <Samu> wow, ships can walk over UFOs
20:37:41  <Samu> and nothing happens to them
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21:12:37  <luaduck> random feature wish for a dev to take up: how difficult would it be to be able to append a reason string to a CLIENT_KICK (so we can give clients clear and visible reasons as to why they were kicked)?
21:13:09  <luaduck> right now the only way to give a client context as to their kick reason is to whisper to them immediately before kicking them, and hope they check their console
21:13:24  <luaduck> if there's interest I'll raise a github issue for it
21:13:39  <Eddi|zuHause> my guess is anywhere between "here, it's a trivial one-liner" to "holy hell, this requires a complete rewrite"
21:14:29  <luaduck> yeah
21:14:43  <luaduck> (and yes, I am too lazy to dig the source)
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21:15:29  <luaduck> adding it in the client would probably be trivial, but network is more interesting, though other packets like player name changes allow strings as packet data
21:16:09  <luaduck> unfortunately this isn't really something I'd feel comfortable contributing because C
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21:20:34  <LordAro> luaduck: none of us were born knowing how to use it :)
21:21:09  <luaduck> fair point, but I don't need _another_ language to be actively learning, golang is my bff
21:21:24  <Eddi|zuHause> what happened to lua?
21:21:25  *** Ttech has joined #openttd
21:24:05  <luaduck> lua was a terrible idea
21:24:09  <luaduck> friends don't let friends write lua
21:24:30  <luaduck> (my new nick is actually duck. but I retain this one on freenode for reasons)
21:24:57  <Eddi|zuHause> i modified a line of lua once, i found it an overall unpleasant experience
21:25:16  <Eddi|zuHause> everything about it felt somewhat off
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21:33:03  <luaduck> I wrote lua once and now I'm a terrible person
21:42:12  <LordAro> so i looked at the network code a bit
21:42:27  <LordAro> it's... unclear how difficult adding a message would be
21:42:34  <DorpsGek_III> [OpenTTD/OpenTTD] luaduck opened issue #7756: Allow server to supply a reason to kicked / banned clients
21:42:42  <Eddi|zuHause> ... so that's basically what i said? :p
21:42:47  <LordAro> yes :p
21:42:48  <luaduck> raised the issue
21:43:41  <LordAro> it's possible to send a message to clients, and it's possible to kick a client
21:43:47  <LordAro> i can't tell if you can feasible combine those
21:43:51  <LordAro> feasibly*
21:44:04  <luaduck> LordAro: could the packet not be expanded with extra data?
21:44:08  <luaduck> message*
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21:47:29  <LordAro> luaduck: that does seem feasible, yes
21:47:48  <LordAro> i think the trickiest bit would be actually displaying the message on the other end
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21:48:44  <_dp_> sending kick msg should be relatively easy
21:49:25  <_dp_> though it never bothered me enough to make a pr
21:49:47  <_dp_> wheneven I kick people they usually already know why xD
21:49:58  <LordAro> i dare say you're probably one of the most knowledgable people regarding that area of the code :p
21:50:03  <_dp_> and never cared if the banned ones do xD
21:50:09  <LordAro> :p
21:50:31  <luaduck> reason I'm requesting it is that on our reddit servers, we have an automated IP check that checks if the client is behind a proxy
21:50:58  <_dp_> luaduck, yeah, i noticed ;)
21:51:04  <luaduck> which kicks pretty much ASAP
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21:51:28  <luaduck> and also a thingy which kicks players which don't change their name from the default if they try and create a company 3 times in a row
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