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00:04:26 *** Flygon has joined #openttd 00:20:46 *** snail_UES_ has joined #openttd 00:38:19 *** Thedarkb-X40 has joined #openttd 00:41:23 <Samu> no, I'm lost, i'm not going anywhere with this 00:44:11 <Samu> I keep getting into the same problem: there's no way to invalidate the text that's shown on this window 00:44:47 *** Thedarkb-T60 has quit IRC 00:45:35 <Samu> TextFileWindow is used in too many places 00:46:18 <Samu> if I edit it, i may break the rest 00:46:37 <Samu> it's even used for network server lists 00:46:42 <Samu> reading ini files 00:46:45 <Samu> too much 00:48:10 <Samu> textfile_gui.cpp 00:49:38 <Samu> https://github.com/OpenTTD/OpenTTD/blob/master/src/textfile_gui.cpp 01:20:58 <Samu> i'm finally getting somewhere 01:21:24 *** Thedarkb-X40 has quit IRC 01:58:25 <Samu> looks like I don't have to edit textfile_gui.cpp after all 01:59:20 *** Pikka has joined #openttd 02:09:41 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7094: Fix #7088: Retrieve an appropriate name for a non-existant AI/GS when… https://git.io/fhrqY 02:22:29 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7094: Fix #7088: Retrieve an appropriate name for a non-existant AI/GS when… https://git.io/fhrpn 02:35:42 <Samu> https://github.com/OpenTTD/OpenTTD/pull/6926 why is this rejected? 02:35:55 <Samu> oh well 02:37:00 <Samu> it's already hard as is to build water connections in-land :| 02:37:19 <Samu> this was going to help 02:46:51 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7097: Fix: enable DPI-awareness for MINGW builds https://git.io/fhrhs 02:49:06 <Samu> it doesn't make sense closing that one 02:49:18 <Samu> I don't understand what you want 02:50:58 <Samu> if I want to build a dock in front of an aqueduct, now I have to flatten the land, place a canal, build the dock, demolish canal, make it inclined again and build aqueduct 02:51:09 <Samu> that's stupid 02:55:22 <Samu> the half-tile water with one corner raised, I don't get it why is it wrong... 02:56:03 <Samu> i can already raise a flat sea into a one corner half-tile in front of the dock 02:56:41 <Samu> you guys don't play ships... 02:58:05 <Samu> the buoy is another one... i can place buoys in front of docks, but docks can't be placed in front of buoys? 02:59:28 <Samu> do you actually build canals in land? 02:59:35 <Samu> i seriously doubt it 03:01:01 <Samu> all these changes are to help canal construction, if you would actually play ships and build canal routes, you'd get stuck into these types of non-sense situations quickly 03:01:20 <Samu> bah... I'm depressed 03:03:35 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #6926: Change: Allow dock to be constructed in more locations https://git.io/fhrhy 03:07:59 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7097: Fix: enable DPI-awareness for MINGW builds https://git.io/fhrhs 03:11:30 *** Wormnest has quit IRC 03:16:47 *** Wormnest has joined #openttd 03:31:27 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ 03:42:53 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7084: Change: AI/GS Config GUI overhaul https://git.io/fh2dV 03:43:59 *** Wormnest has quit IRC 03:50:11 *** debdog has joined #openttd 03:53:32 *** D-HUND has quit IRC 03:53:52 <Samu> glx u there? 03:54:24 <Samu> im getting a crash when starting a game in multiplayer with master 03:55:21 <Samu> doesn't crash in single player 03:56:09 <Samu> wait a minute, it does... 03:56:14 <Samu> what the heck 03:56:58 <Samu> Expression: cannot dereference end map/set iterator 04:00:14 <Samu> did you make changes to terraform cmd or tileheight? 04:00:17 <Samu> recently? 04:01:26 <Samu> it's crashing when setting tile heights of some tiles 04:06:37 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ 04:12:58 <glx> https://github.com/OpenTTD/OpenTTD/pull/7061 merged 8h ago Samu 04:13:20 *** Gustavo6046 has quit IRC 04:16:58 <Samu> aha 04:17:05 <Samu> doesn't it crash for you? 04:17:16 <Samu> start a new game, and bam, crash 04:17:31 <Samu> in debug build only 04:17:38 <Samu> release build doesn't crash 04:18:36 <Samu> crashes exactly here https://github.com/OpenTTD/OpenTTD/commit/05da5a177c7e976d5da0da541a842482ab23017d#diff-2ae6b3007c6f3365cdb8e428dc6439d2R316 04:19:25 <Samu> Expression: cannot dereference end map/set iterator 04:19:49 <Samu> what does it mean? 04:30:52 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened issue #7098: Crash: cannot dereference end map/set iterator https://git.io/fhovV 04:32:04 *** glx has quit IRC 04:34:48 *** Samu has quit IRC 04:36:25 *** snail_UES_ has quit IRC 07:12:01 *** HerzogDeXtEr has joined #openttd 07:18:09 *** sla_ro|master has joined #openttd 07:32:24 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7098: Crash: cannot dereference end map/set iterator https://git.io/fhoLk 07:40:57 *** andythenorth has joined #openttd 07:41:46 <andythenorth> moin 07:45:17 <Pikka> noim 07:48:55 * andythenorth has nothing 07:49:10 <andythenorth> well I have 9 failing tests, but that's not news 07:50:30 <Pikka> it's news to me 07:51:43 <andythenorth> our pretendolino sketch petered out 07:51:55 <andythenorth> the forums must be waiting keenly for next installment 07:54:55 <Pikka> peterlino? 07:56:55 <andythenorth> ooh 07:57:03 <andythenorth> what colour is it? 07:57:11 <andythenorth> does it go? 07:57:20 <Pikka> does it ever 07:59:30 <andythenorth> is it done yet? 08:00:24 <Pikka> depends on what you mean by "it" and "done". 08:00:35 <andythenorth> you were drawing bigger trains? 08:00:38 <andythenorth> to suit bigger eyes 08:00:56 <Pikka> and smaller pixels 08:01:23 <Pikka> I did the greyhound today, it's done-ish 08:03:54 <Pikka> and I had a brainwave that - of course - recolour sprites still work with 32bpp, so I don't have to make separate black steam loco sprites. So that's done too. 08:05:19 <andythenorth> \o/ 08:05:32 *** HerzogDeXtEr has quit IRC 08:06:04 * andythenorth draws a sort of class 91 08:06:44 <Pikka> can you draw one for me too? 08:08:46 <andythenorth> if you are happy for it to be 1x zoom, yes 08:08:47 <peter1138> Liveries? 08:08:51 <andythenorth> liveries 08:08:54 <peter1138> 1x smells. 08:08:58 <peter1138> 2x is the new 1x. 08:09:00 <andythenorth> Pikka: what colour are steam trains anyway? https://dev.openttdcoop.org/attachments/download/9256/teakettles.png 08:09:33 <andythenorth> I think your A3 is in there somewhere 08:10:25 <Pikka> 2cc is nice 08:10:58 <Pikka> if only AIs could 2cc 08:11:04 <peter1138> How should I solve the GUI for (group) liveries? 08:11:11 <peter1138> Cos it's shitty at the moment. 08:11:38 <peter1138> It's in the company colours window, which is logical for setting colours, but maybe it should be in the group window, because groups... 08:12:23 <peter1138> Hmm, maybe a button in the group window can open the company colours window and select the right thing. 08:12:26 <peter1138> That'll work. 08:12:40 <peter1138> And I can reuse those lovely icons that somebody made. 08:13:20 <andythenorth> should be in the group window yes 08:13:27 <andythenorth> there was some reason you didn't 08:13:32 <andythenorth> like scope or some crap 08:13:34 <andythenorth> can't remember 08:14:09 <peter1138> Nah, window resizing messing up. 08:14:16 <peter1138> Oops, 8:14, I ought to head to work. 08:14:23 * andythenorth already is working 08:14:24 <andythenorth> and drawing 08:14:32 <andythenorth> three hands 08:23:01 *** sla_ro|master has quit IRC 08:25:55 *** sla_ro|master has joined #openttd 08:57:25 <peter1138> Ok, I made it to work. 08:58:06 <andythenorth> hooray 08:58:10 <andythenorth> is it snowing? 09:00:40 <peter1138> It's not, It's foggy and a heady 4.5°C 09:02:19 <andythenorth> oops 09:02:30 <andythenorth> I set the sparks effect for every coach in a high speed train 09:03:36 <andythenorth> looks quite cool 09:03:42 *** sla_ro|master has quit IRC 09:05:41 <peter1138> :D 09:23:39 <planetmaker> moin 09:28:40 <andythenorth> hi 09:29:01 *** tokai|noir has joined #openttd 09:29:01 *** ChanServ sets mode: +v tokai|noir 09:35:49 *** tokai has quit IRC 09:49:12 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7097: Fix: enable DPI-awareness for MINGW builds https://git.io/fhosr 09:52:22 *** andythenorth has quit IRC 10:08:24 *** tokai|noir has quit IRC 10:12:08 *** andythenorth has joined #openttd 10:12:11 <Pikka> boing 10:12:28 <Pikka> or maybe it was boeing 10:29:09 <andythenorth> airbus 10:59:00 <Eddi|zuHause> it's of course böing 11:00:55 *** JacobD88 has joined #openttd 11:13:07 *** JacobD88 has quit IRC 11:13:37 *** JacobD88 has joined #openttd 11:53:16 <TrueBrain> I blame andythenorth 11:55:31 *** andythenorth is now known as Trubrain_ 11:55:39 <Trubrain_> I blame andythenorth too 11:56:02 <TrueBrain> sad you cant even write TrueBrain 11:56:12 <Trubrain_> sad 11:56:17 <Trubrain_> but tru 11:56:44 <TrueBrain> :D 11:56:49 <TrueBrain> I like the dedication :) 11:59:08 *** JacobD88 has quit IRC 12:10:05 <DorpsGek_II> [OpenTTD/website] TrueBrain opened pull request #37: Several fixes for frontpage https://git.io/fhoR2 12:10:51 *** JacobD88 has joined #openttd 12:15:27 *** WWacko1976-work has quit IRC 12:16:39 *** WWacko1976-work has joined #openttd 12:29:41 <TrueBrain> okay, fixed the feedback for the website .. guess that should be good enough to launch now :D 12:29:52 <Trubrain_> thanks 12:30:22 <TrueBrain> you do need to review it first :P 12:30:32 <Trubrain_> I will 12:30:57 *** Trubrain_ is now known as andythenorth 12:31:01 <TrueBrain> \o/ :D 12:43:54 <peter1138> div id based on now/date ? 12:44:33 <peter1138> %u... day of week? 12:44:52 <TrueBrain> yup 12:45:05 <TrueBrain> hmmm .. NoAI docs return a near-empty index.html 12:45:21 <peter1138> Hmm, I see it the CSS. 12:45:25 <peter1138> Neat :) 12:46:27 <TrueBrain> its a very old gimmick, a few people spotted over the years 12:46:37 <TrueBrain> it makes the website a bit more alive, in some sense 12:46:37 <DorpsGek_II> [OpenTTD/website] PeterN approved pull request #37: Several fixes for frontpage https://git.io/fhoEX 12:46:56 <DorpsGek_II> [OpenTTD/website] TrueBrain closed issue #35: "Support us by translating" is fake https://git.io/fhr1c 12:46:57 <DorpsGek_II> [OpenTTD/website] TrueBrain merged pull request #37: Several fixes for frontpage https://git.io/fhoR2 12:46:58 <TrueBrain> tnx! 12:47:02 *** Mahjong2 has joined #openttd 12:47:36 <peter1138> I mean, I don't know what the scripting system is there but it looked sane... 12:47:44 <peter1138> {{ }} likes like jinja. 12:47:55 <TrueBrain> Liquid, but different name, same shit 12:47:56 <peter1138> *looks 12:48:27 <peter1138> If there was <?php in there I'd be horrified :D 12:48:57 <TrueBrain> lol .. Doxygen fails if there is a space in the folder name 12:49:49 <TrueBrain> okay, locally doxygen for NoAI does work 12:54:22 *** Mahjong1 has quit IRC 12:54:38 <TrueBrain> ah .. it needs gawk 12:54:42 <TrueBrain> and it silently continues 12:56:01 *** sla_ro|master has joined #openttd 13:00:37 <TrueBrain> https://www.staging.openttd.org/ < -does look a bit empty now on the right 13:00:37 <TrueBrain> meh 13:00:55 <peter1138> Hmm... 13:01:04 <peter1138> What built the stats before? 13:01:32 <TrueBrain> the current stats are already fake, now I come to think of it 13:01:36 <TrueBrain> it fetches the data from the WT3 13:01:41 <TrueBrain> which .. hasnt been updated in months, ofc 13:01:52 <TrueBrain> not sure if eints can be polled for this data 13:02:07 <TrueBrain> the frontpage and WT3 are in the same application, so it could just fetch the data like it was nothing :) 13:03:13 <peter1138> Could be built from the lang files some how. 13:03:23 <DorpsGek_II> [OpenTTD/CompileFarm] TrueBrain opened pull request #23: Add: also create 'noai' and 'nogs' documentation tarballs https://git.io/fhouM 13:05:13 <TrueBrain> 100 MiB for source docs, unextracted .. 13:05:17 <TrueBrain> guess I won't be publishing that 13:05:20 <TrueBrain> waste of space :D 13:05:24 <LordAro> site needs a redesign :p 13:05:41 <LordAro> TrueBrain: that seems high, what on earth is it? 13:05:54 <LordAro> is in it* 13:05:56 <TrueBrain> no freaking clue 13:06:03 <TrueBrain> I just run 'doxygen', and it gives me that :P 13:06:29 <TrueBrain> images, lots of them 13:06:49 <LordAro> ah yeah, lots of graphs 13:07:05 <peter1138> Images? Hmm. 13:07:32 <TrueBrain> 2115865 Jan 25 14:00 newgrf_8cpp_source.html 13:07:33 <TrueBrain> lol 13:07:38 <TrueBrain> 2 MiB of HTML :D 13:07:52 <TrueBrain> the source files are eating up all the disk space 13:09:22 <peter1138> I just ran doxygen and got... 190MB :/ 13:09:42 <TrueBrain> indeed 13:09:46 <TrueBrain> 0 .. 9 .. not always easy to spot 13:12:35 <TrueBrain> why is it nogo.openttd.org, and not nogs.openttd.org? 13:12:51 <TrueBrain> guess nogo is a bit of an old name .. 13:13:15 <peter1138> no goal wasn't it? 13:13:20 <TrueBrain> yeah 13:13:32 <TrueBrain> but it became GameScript 13:13:35 <TrueBrain> meh 13:13:36 <TrueBrain> nogo it is 13:14:31 <TrueBrain> hmm ... 13:14:34 <TrueBrain> -docs-source 13:14:39 <TrueBrain> is the source tarball 13:14:49 <TrueBrain> -docs-noai, -docs-ai, -docs-aidocs, .. 13:14:50 <peter1138> Could change it to nogs and redirect nogo to that? 13:15:01 <TrueBrain> and: -docs-nogo, -docs-game, -docs-gamedocs, .. 13:15:04 <TrueBrain> any preference? 13:15:17 <TrueBrain> -docs-gamescript ? 13:15:19 <peter1138> ai / game 13:15:24 <peter1138> -docs-ai -docs-game 13:15:25 <TrueBrain> -docs-aiscript ? 13:15:56 <peter1138> Hmm 13:16:04 <peter1138> -docs-ai / -docs-gs ? 13:16:08 <peter1138> Dunno. 13:16:15 <peter1138> -docs-gamescript works. 13:16:21 <peter1138> -docs-game could be ambiguous. 13:16:36 <TrueBrain> I like -docs-ai / -docs-gs 13:16:51 <TrueBrain> docs-ai.tar.xz: 13:16:51 <TrueBrain> description: Documentation for AI scripting (xz/lzma archive) 13:16:51 <TrueBrain> docs-gs.tar.xz: 13:16:51 <TrueBrain> description: Documentation for Game scripting (xz/lzma archive) 13:17:06 <peter1138> Good enough :-) 13:17:19 <DorpsGek_II> [OpenTTD/CompileFarm] TrueBrain updated pull request #23: Add: also create 'noai' and 'nogs' documentation tarballs https://git.io/fhouM 13:18:18 <DorpsGek_II> [OpenTTD/website] TrueBrain opened pull request #38: Add: there are now three more tarballs for documentation https://git.io/fhozi 13:18:27 <TrueBrain> that should fix that :) 13:21:23 <DorpsGek_II> [OpenTTD/CompileFarm] PeterN approved pull request #23: Add: also create 'noai' and 'nogs' documentation tarballs https://git.io/fhogf 13:22:10 <peter1138> docs.zip is still relevant? 13:22:21 <TrueBrain> yeah; it contains the full history of any extension we ever had :) 13:22:28 <peter1138> k 13:22:29 <TrueBrain> helps when rendering old folders 13:22:34 <DorpsGek_II> [OpenTTD/website] PeterN approved pull request #38: Add: there are now three more tarballs for documentation https://git.io/fhogL 13:22:46 <DorpsGek_II> [OpenTTD/website] TrueBrain merged pull request #38: Add: there are now three more tarballs for documentation https://git.io/fhozi 13:22:59 <TrueBrain> another one bites the dust \o/ 13:24:04 <peter1138> Linux deb release images appeared on the CI, I see. 13:24:22 <TrueBrain> they have for months 13:24:29 <peter1138> Hmm. 13:24:34 <TrueBrain> like I said yesterday, Debian and Ubuntu deb files are created on release 13:24:44 <peter1138> Oh right, it's the CF CI, not OpenTTD CI. 13:24:45 <TrueBrain> but they ONLY work on releases, not for nightlies 13:25:21 <TrueBrain> we could also add stuff like rpms, debs, .. for nightlies 13:25:23 <TrueBrain> that would work too 13:25:27 <TrueBrain> but .. os/debian is a maze to me :D 13:25:53 <peter1138> I know how to bodge them :) 13:26:39 <TrueBrain> https://github.com/OpenTTD/CompileFarm/tree/master/release-linux-generic-gcc <- seems I never removed the attempts for generic linux 13:26:47 <TrueBrain> it just doesn't work (at all) in its current form 13:28:18 *** JacobD88 has quit IRC 13:29:13 <DorpsGek_II> [OpenTTD/CompileFarm] TrueBrain closed issue #20: release-docs doesn't create NoAI / NoGS docs https://git.io/fhog2 13:29:14 <DorpsGek_II> [OpenTTD/CompileFarm] TrueBrain merged pull request #23: Add: also create 'noai' and 'nogs' documentation tarballs https://git.io/fhouM 13:29:37 <TrueBrain> right, that should produce those binaries tonight 13:29:43 <TrueBrain> we will see if they do :P 13:34:14 <peter1138> :D 13:36:12 *** snail_UES_ has joined #openttd 13:47:27 *** andythenorth has quit IRC 13:47:36 *** andythenorth has joined #openttd 13:49:25 *** andythenorth has quit IRC 13:56:08 *** Borg has joined #openttd 13:57:43 *** Samu has joined #openttd 14:01:28 *** snail_UES_ has quit IRC 14:02:51 <Samu> hi 14:05:14 *** Flygon has quit IRC 14:05:22 <Samu> can you reconsider opening #6926 14:09:02 <peter1138> I think it'd be better to revamp docks. 14:09:21 <Samu> https://webster.openttdcoop.org/?channel=openttd&date=1548374400#1548383742 14:11:33 <Samu> I was mad :( 14:14:00 <Samu> btw, i can't test my other PRs atm with that dereference crash always getting in the way 14:18:13 <peter1138> Just change 316 from != to == 14:18:59 <Samu> ok 14:21:47 <peter1138> (Just don't commit that) 14:23:49 *** nielsm has joined #openttd 14:34:22 <supermop_work_> good morning 14:35:20 <supermop_work_> happy invasion day Pikka 14:35:37 <Pikka> true! 14:35:46 <supermop_work_> melbourners seem to only celebrate australia day when they live in Brooklyn 14:36:23 <supermop_work_> also apparently we have a New York Magpies 14:36:43 <supermop_work_> the only thing that doesn't surprise me about that is that it isn't the Bushwick Magpies 14:37:14 <supermop_work_> i will be eating Tim Tams and drinking Coopers this evening 14:41:49 *** andythenorth has joined #openttd 14:42:01 <supermop_work_> yo Antheus 14:42:04 <supermop_work_> oops 14:42:06 <supermop_work_> andythenorth: 14:42:13 <andythenorth> yo 14:42:30 <andythenorth> industrial trains are BAD FEATURE? 14:42:36 <supermop_work_> i guess hi to Antheus too, no harm being friendly 14:42:55 <supermop_work_> andythenorth: idk. its something i sometimes want 14:43:08 <Samu> andythenorth plz reopen 6926, plzzoh 14:43:45 <supermop_work_> sometimes i just want to build a little metro with various short turn termini and branches 14:43:55 <andythenorth> Samu: no, you'll have to convince someone else 14:44:00 <supermop_work_> and then industries are just noise 14:44:06 <andythenorth> 6926 makes no sense to me 14:44:27 <Samu> how does it not make sense? 14:44:30 <supermop_work_> in those cases i guess industrial trains might make sense as decorative noise 14:44:41 <Samu> i don't get it 14:44:53 <andythenorth> how many patches have you made to try and prevent ship routes being blocked? 14:45:08 <andythenorth> more than none? 14:45:30 <Borg> howdy Pikka :) 14:45:40 <andythenorth> 6296 14:45:47 <supermop_work_> i still haven't built a network of 3-track mainlines that has been able to convince me there is any sensible way to use them 14:45:50 <andythenorth> - the '3rd tile' blocks ship routes 14:45:58 <andythenorth> - the aqueduct head blocks ship routes 14:46:17 <supermop_work_> can we just remove ships for real 14:46:53 <andythenorth> replace with NRT 14:47:09 <andythenorth> supermop_work_: you should start a screenshot thread in forums 14:47:10 <Samu> that patch aim is not about blocking routes 14:47:23 <Samu> it's to facilitate canal construction inland 14:47:31 <andythenorth> 6296? 14:47:35 <Samu> yes 14:47:36 <planetmaker> Samu, I think the argument is: introducing that patch even blocks more ship routes 14:47:41 <planetmaker> makes blocking them easier 14:47:43 <andythenorth> in what way is that goal related to the content of 6296? 14:47:52 <andythenorth> the patch doesn't affect inland canals 14:48:11 <Samu> I gave my reasons here https://webster.openttdcoop.org/?channel=openttd&date=1548374400#1548383742 14:48:38 <peter1138> And we gave our reasons. 14:48:46 <andythenorth> my point is you don't seem to understand your own goals 14:49:00 <andythenorth> you provide many well-intended attempts to prevent ship routes failing 14:49:12 <andythenorth> then you ask for a PR to be accepted that trivially blocks ship routes 14:49:24 <andythenorth> 6296 doesn't solve any useful problem 14:49:28 <Samu> how is that even related 14:49:52 <andythenorth> it is related, but I will have to re-explain 14:49:59 <Samu> you don't seem to understand my aims 14:50:14 <andythenorth> I am prepared to listen again 14:50:23 <andythenorth> but my theory is that *you* don't understand your aims 14:50:28 <planetmaker> what's your aim? Not that of a single patch or PR. But in general? 14:50:35 <andythenorth> ^ what planetmaker said 14:50:45 <andythenorth> :) 14:51:05 <Samu> 6926 aim was to ease water constructions constraints a bit 14:51:28 <Samu> 7078 idem 14:51:49 <andythenorth> 7078 isn't rejecte 14:51:53 <andythenorth> rejected * 14:52:04 <andythenorth> I agree that issue is worth solving somehow 14:52:19 <planetmaker> ^^ (and I agree with the comment concerning foundations) 14:53:21 <Samu> the one about lock pricing is not about because of their costs being high, but because of a flaw in how the costs are added up 14:53:32 <Samu> you misunderstood that one 14:53:35 <peter1138> Hmm, how should I signal to an open window to change its current selection? 14:54:16 *** dihedral has joined #openttd 14:54:36 <dihedral> hello 14:54:38 <andythenorth> Samu: for 6233, I checked with frosch, who had reviewed it. I didn't review it myself 14:54:59 <andythenorth> you have about 30% of the open PRs, and they are consuming a lot of the available reviewer time 14:54:59 <Samu> #6933 is also aimed to ease water construction constraints 14:55:06 <andythenorth> reviewer time is a scarce resource 14:55:43 <Samu> you really need to build canals inland to understand the reasonings behind these changes 14:55:57 <andythenorth> how do you know I don't? o_O 14:55:59 <Samu> if you don't, it's easy to dismiss what I do 14:56:15 <Samu> you get into those issues easily 14:56:57 <andythenorth> Samu: I've made 2 of the 5 most popular ship grfs :) 14:57:00 <andythenorth> I know about canals 14:57:01 <Samu> it's very cumbersome at the moment 14:57:11 <andythenorth> I am well aware 14:57:41 <andythenorth> I'm not rejecting your PRs because canals are good 14:57:43 <andythenorth> canals are bad 14:57:48 <andythenorth> but these PRs are not well formed 14:57:57 <andythenorth> and you are occupying a lot of reviewer time with them 14:58:03 <andythenorth> and very few make progress 14:58:19 <andythenorth> and it's ultimately not fair on other contributors 14:58:32 <andythenorth> it might seem unfair to you that I close them 14:58:40 <andythenorth> but there is a greater unfairness to other people if I don't 14:58:47 <andythenorth> I don't like doing it, but eh 14:59:04 <peter1138> Make well-formed smaller PRs. In the PR, describe what you are trying to achieve. 14:59:26 <peter1138> Don't stack things together just because they're related, or make sense to you. 14:59:39 <planetmaker> I don't think it can get smaller than e.g. #6233 15:00:03 <peter1138> JGR didn't make one huge PR for improving cargo flow drawing. 15:00:31 *** sla_ro|master has quit IRC 15:00:42 <peter1138> 6233 is an issue, not a PR. 15:01:00 <peter1138> And I meant in general. 15:01:42 <andythenorth> https://github.com/OpenTTD/OpenTTD/pull/6933 is the PR, and frosch found it made no sense 15:01:55 <andythenorth> given that I trust frosch, why waste more people's time trying to do something with it? 15:02:44 <andythenorth> it's been there since October 2018, so it's hard to make the case that anybody else really cares about that one 15:02:59 <peter1138> "if (!IsWaterTile(tile)) c->infrastructure.water++;" 15:03:06 <peter1138> Yeah... you can't build a lock on water. 15:03:36 <peter1138> (Or can you on a river? Hmm) 15:03:44 <Samu> you can on a river 15:03:50 <planetmaker> it only changes the infrastructure count. Not the ability to build 15:03:54 *** Gja has joined #openttd 15:04:05 <peter1138> Aye. 15:04:34 <peter1138> But nobody owns a river. 15:05:00 <planetmaker> yep. But a lock 15:05:30 <Samu> if it's a river, don't count 15:05:36 <Samu> if it's not, count 15:05:50 <Samu> river is the only water tile 15:05:52 <peter1138> The lock is aleady counted. 15:06:15 <planetmaker> One can argue for locks both ways, both equally valid IMHO: building a lock in a river to make it shippable, is a HUGE endeavour. As such you definitely add infrastructure in that case 15:06:28 <planetmaker> But you don't add new water.... 15:06:42 <peter1138> planetmaker, well, you should get the cost of the river tile being cleared 15:06:56 <peter1138> but ongoing, the cost of the lock is the same, so infrastructure cost doesn't change 15:07:16 <Samu> i mimic what happens to the north and south parts 15:07:37 <Samu> went with that line of thought 15:07:42 <Samu> and applied to the middle 15:08:54 <peter1138> I think there is an issue in that the delta tiles could be river, or could be canals (owned by whom?) 15:09:11 <peter1138> Hmm, no 15:10:15 <peter1138> If they are river, they stay river, therefore you don't have infrastructure cost for them 15:10:49 <peter1138> You always pay for the infrastructure cost of the centre lock tile. That cost is more than a regular water tile, though. 15:10:50 <nielsm> imo the outer tiles of a lock should be converted from river to canal when building a lock on a river 15:11:16 <peter1138> nielsm, maybe 15:11:17 <nielsm> that's what the graphics hints 15:11:25 <peter1138> What about sea water? 15:11:27 <planetmaker> the important one is the center... but yes, graphics hint that 15:11:35 <planetmaker> the lock extends into sea @ peter1138 15:11:37 <peter1138> Should that become a canal tile too? 15:11:41 <planetmaker> so... yes, there, too. Why not 15:11:50 <planetmaker> for consistency 15:11:51 <Samu> it remains sea 15:11:51 <peter1138> Should it stay a canal tile when you remove it? 15:12:00 <planetmaker> I guess not 15:12:17 <nielsm> yes, they stay canal 15:12:21 <planetmaker> though canal at sea level is a convenient hack to fend-off land at sealevel 15:12:28 <nielsm> river tiles 15:12:34 <nielsm> sea tiles convert back I guess 15:12:37 <peter1138> Oddly when removing a lock placed on a river, it gets converted back to a river. 15:12:40 <peter1138> o_O 15:12:43 <nielsm> (clear and re-flood) 15:12:57 <planetmaker> there's IMHO two choices: a) convert upper and lower tile to canal - and destroy them upon lock removal 15:12:59 <nielsm> that sounds bad, converting back to river 15:13:11 <planetmaker> or b) keep them the water whatever they are. And don#t destroy them upon removal 15:13:21 <peter1138> b is what we do at the moment 15:13:26 <Samu> i like b 15:13:28 <peter1138> a might make more sense 15:13:32 <planetmaker> the water class of the tiles is not changed currently. So they stay what they are 15:13:52 <Samu> except when it's not water to being with 15:13:55 <peter1138> the lower lock tile on sea can then just be converted to dirt, ready to flood again 15:13:57 <Samu> becomes canal 15:14:04 <planetmaker> right 15:14:14 <planetmaker> yep @ peter 15:14:57 <peter1138> Hmm, what happens when you build a lock on a competitor canal? Is that possible? 15:15:08 <Samu> it is 15:15:13 <planetmaker> maybe a) is more consistent indeed. Not sure I really like it though... it destroys rivers needlessly 15:15:29 <Samu> upper and lower parts belong to the canal owner 15:15:38 <Samu> middle tile belongs to lock owner 15:15:39 <planetmaker> but then it just shows another problem: that rivers don't restore their "natural" path 15:15:58 <planetmaker> which is somewhat out-of-scope for this discussion 15:16:14 <peter1138> Flowing rivers :D 15:16:16 <nielsm> if you demolish a lock, regardless of which tile of it you click, it should convert to a click on the center tile of it 15:16:29 <nielsm> and canal ends on top and bottom remain 15:16:48 <peter1138> 14:57 < andythenorth> and you are occupying a lot of reviewer time with them 15:16:52 <peter1138> See... 15:17:00 <Pikka> obviously removing rivers is the only option :D 15:17:01 <nielsm> should rivers even be destroyable at all? 15:17:46 <planetmaker> nielsm, that's another discussion... but you would want to keep the option to build locks into them 15:17:48 <Samu> i had a patch some years ago that would restore rivers upon demolishing canal 15:17:52 <planetmaker> (or not?... maybe) 15:17:56 <Samu> was rejected by yours truly 15:18:34 <peter1138> Yes, that's silly., 15:18:36 <andythenorth> see all this 15:18:43 <andythenorth> and does it make any difference to gameplay? 15:18:45 <andythenorth> or stability? 15:19:01 <andythenorth> or is it amusing or fun? 15:19:30 <planetmaker> now you're being mean @ andy 15:19:36 <Samu> it was making rivers more "important" to play around at least 15:19:53 <andythenorth> planetmaker: not intending to be mean :) 15:19:56 <Samu> not just a thing that you remove just so you can build more rail tracks 15:19:57 <nielsm> introduce a "river spring" tile, which is indestructible, it propagates "flow bit" through all adjacent river and canal tiles, a river tile with flow bit only connected to one other water tile will random walk into adjacent tiles expanding the river, and if other water tiles are nearby (e.g. 3 tiles distance) gravitate towards those 15:20:15 <nielsm> except that river flow can't propagate upwards in elevation 15:20:40 <planetmaker> not a new idea. And not necessarily a bad one 15:20:47 <planetmaker> Unfortunately not implemented 15:20:54 <nielsm> possibly even make river flow not a bit but a value so multiple rivers flowing together creates stronger flow 15:20:58 <Samu> sec, let me find 15:20:58 <peter1138> nielsm, I welcome a PR ;) 15:21:00 <planetmaker> does it destroy houses / industries / infrastructure? 15:21:02 <nielsm> :P 15:21:11 <peter1138> nielsm, yes, needs to be a value. We have lots of spaces now. 15:21:13 <peter1138> *space 15:21:27 <peter1138> planetmaker, griefing too, yes. 15:21:29 <peter1138> *tool 15:21:31 <Samu> https://github.com/OpenTTD/OpenTTD/issues/6277 15:21:39 <planetmaker> hm 15:21:45 <planetmaker> maybe :) 15:22:01 <planetmaker> so... just add an option "Allow destroying rivers" and it's settled 15:22:06 <peter1138> :p 15:22:14 <planetmaker> if it's set to 'false', such griefing cannot happen 15:22:19 <nielsm> or maybe make it possible to destroy river springs, but it will cost a fortune and all towns in a 128 tile radius will instantly hate you :D 15:22:32 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ 15:23:20 <planetmaker> Maybe those springs should rather be like antenna masts: un-removable 15:23:31 <nielsm> yeah that's the other option 15:24:33 <peter1138> You'll be getting on to rivers drying up 15:24:38 <peter1138> Sediment shifting... 15:24:40 <andythenorth> rivers :P 15:24:52 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7097: Fix: enable DPI-awareness for MINGW builds https://git.io/fhoP1 15:25:00 <andythenorth> just walk them back up from the coast, add some random extra tiles when they turn 15:25:02 <andythenorth> profit 15:25:03 <andythenorth> move on :P 15:25:05 <andythenorth> liveries UI! 15:25:13 <peter1138> When the terrain generator can reproduce cheddar gorge I'll be impressed. 15:25:21 <andythenorth> cheddar's not all that 15:25:24 <andythenorth> I mean it's nice 15:25:27 <peter1138> Grand canyon. 15:25:33 <nielsm> I also want to have unfillable ocean tiles 15:25:40 <andythenorth> cheddar would fit in 64x64 15:25:46 <andythenorth> if you left out the lake 15:25:49 <peter1138> There used to be deep-ocean patches. 15:25:55 <andythenorth> grand canyon is more like 4096x4096 15:26:10 <peter1138> andythenorth, are you applying a scale to this game? 15:26:15 <andythenorth> oops 15:26:15 <nielsm> yeah, deep ocean and that's required for oil fields 15:26:31 <planetmaker> why? </bikeshed> 15:26:31 <peter1138> Maybe that can be resurrected. It was kinda cool. 15:26:34 <nielsm> kill the trains to oil fields! 15:26:44 <andythenorth> https://github.com/andythenorth/NotWater/issues/1 :P 15:26:46 <nielsm> (I do it all the time myself) 15:27:00 <peter1138> Urgh, yes... "valid gameplay" :/ 15:27:01 <andythenorth> so how do I reverse the ship pathfinder? 15:27:04 <planetmaker> we've FISH for that :) 15:27:09 <andythenorth> so it always starts on coast tile, and goes uphill? 15:27:22 <peter1138> [12:05pm] peter1138: someone archive this convo please, for 5 years time when i decide to revisit it 15:27:25 <peter1138> Perfect. 15:27:42 <andythenorth> I've archived that too :P 15:27:49 <planetmaker> hm? 15:27:59 <planetmaker> ah 15:28:15 <peter1138> My comment about the docks ... 15:28:26 <nielsm> if I suddenly stop participating it's because of birds taking control of my hands 15:28:30 <peter1138> That would fix up the need for 6296 15:31:59 <peter1138> Maybe I should look at that after... er... everything else. 15:32:39 <peter1138> I should try to find my multistop docks patch, that was necessary for it. 15:35:18 <andythenorth> flat docks 15:35:21 <peter1138> Quite. 15:35:43 <andythenorth> allegedly it's already in the spec 15:36:04 <andythenorth> but only for TTDP 15:36:06 * andythenorth looks 15:36:36 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #6925: Fix #6574 #6636 #5405 #6493: Aircraft hangar issues https://git.io/fhoXQ 15:37:12 <nielsm> have there been experiments with stations having capacity for waiting cargo? 15:37:47 <peter1138> Rather than 'unlimited'? 15:37:54 <nielsm> yes 15:38:18 <nielsm> and making many decorative station elements be meaningful 15:39:10 <andythenorth> boom 15:39:15 <andythenorth> I knew I didn't hallucinate it 15:39:16 <andythenorth> https://newgrf-specs.tt-wiki.net/wiki/Action3/Canals#id 15:39:20 <andythenorth> frosch told me years ago 15:39:26 <andythenorth> ID 04 in action 3 15:39:41 <andythenorth> dunno if that was ever implemented anywhere, or if it's just wiki wishful thinking 15:39:57 <andythenorth> https://www.tt-forums.net/viewtopic.php?t=11928 15:40:27 <peter1138> nielsm, probably not but it's a good idea. 15:40:42 <peter1138> It would limit those single bus stops with thousands of waiting passengers... 15:40:48 <peter1138> s/would/could/ 15:42:03 <peter1138> Maybe for 2.0 :) 15:42:31 <andythenorth> 2.0.2.0 15:43:54 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7078: Feature: Raise a corner of land automatically when building aqueducts https://git.io/fho1a 15:44:20 <supermop_work_> flat docks are nice for those insane polish servers with flat rivers everywhere but insane track costs and unfathomable terraforming costs 15:44:34 <Samu> about blocking routes because of AI behaviour, I accept that AI authors would need to take more care about where they build their stuff. That I understand. 15:44:53 <supermop_work_> where the only way to make money is a horde of hovercraft around Gdansk 15:49:24 *** sla_ro|master has joined #openttd 15:49:31 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #6322: AI can allocate more memory than the system has, crashing the game https://git.io/fhoMO 15:50:01 <Samu> talking about #6927 being closed. I'm okay with this. 15:50:14 *** ZirconiumX has quit IRC 15:50:46 <Samu> #6926 is the one that hurts me most :| 15:50:53 *** ZirconiumX has joined #openttd 15:52:46 <Samu> not even the aqueduct 15:54:57 <peter1138> Arguably, I'd say completely remove the 3rd tile check, and leave it up to the player. 15:55:22 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #6603: Insert XDG_DATA_DIRS into data loading path https://git.io/fhoMy 15:55:23 <peter1138> Maybe keep it for AI. 15:55:58 <planetmaker> keeping it for AI would ... be somewhat unfair towards AI. But might make sense nonetheless 15:56:20 <peter1138> planetmaker, just thinking about expecting current behaviour. 15:56:32 <peter1138> Could be toggleable for them. 15:56:39 <planetmaker> The AI wouldn't mind, I guess 15:56:49 <Samu> AI's would have to adapt :o 15:56:58 <planetmaker> Just players who swear when an AI involuntarily blocks passage by these means 15:57:27 <peter1138> That can happen by raising/lowering land anyway. 15:57:46 <planetmaker> yes. So by that argument that's a non-issue 15:57:49 <peter1138> But yeah, single dock tile _next_ to water would be my solution to that :) 15:58:22 <planetmaker> we should have docks which don't extend into the water but are built simply on the coast tiles 15:58:25 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7098: Crash: cannot dereference end map/set iterator https://git.io/fhoDI 15:58:25 <planetmaker> moorings(?) 15:58:44 <peter1138> planetmaker, right. That's where my comment in that ticket andythenorth linked to earlier was going. 15:59:01 *** glx has joined #openttd 15:59:01 *** ChanServ sets mode: +v glx 15:59:03 <planetmaker> ah, I didn't see that 15:59:09 <andythenorth> the building on the aqueduct exit tile blocks the exit 15:59:14 <andythenorth> with no remedy 15:59:45 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7097: Fix: enable DPI-awareness for MINGW builds https://git.io/fhrhs 15:59:47 <andythenorth> I don't mind if we allow blocking 16:00:08 <andythenorth> BUT it makes no sense in context of these other boil-the-ocean PRs about preventing blocking 16:00:09 <peter1138> Hmm, 4pm. 16:00:13 <andythenorth> like, decide what we want, or something 16:00:42 <peter1138> Quite. 16:00:46 <peter1138> I want to go home. 16:00:52 <andythenorth> I permit you to 16:00:59 <andythenorth> tell them I said you could 16:01:44 * planetmaker just arrived home :) 16:04:34 <peter1138> nielsm, hmm, I thought we already did some XDG stuff. Is it DATA_DIRS specifically? 16:04:57 <Samu> you can't block a dock ith aqueduct 16:05:00 <Samu> with 16:05:10 <Samu> the slope doesn't permit it 16:05:16 <Samu> and they have no foundations 16:05:47 <Samu> it would force the 2nd dock tile to have a non flat slope 16:05:52 <nielsm> peter1138 I didn't actually check 16:05:53 <Samu> can't happen 16:05:56 <nielsm> :D 16:05:57 *** Wormnest has joined #openttd 16:06:35 <planetmaker> Samu, what about this suggestion: we do not care whether a waterway path is being blocked by any building (players and AI can take care of that - not OpenTTD's task. It's the same as with road building basically) 16:07:08 <planetmaker> but we can agree on removing most building restrictions for docks and aqueducts. 16:07:35 <planetmaker> So not special casing the build places, but only blocking building when really absolutely needed 16:07:57 <planetmaker> as to really make things a bit simpler 16:19:44 <Samu> that's ok, but most of the AIs will relly on the old behaviour which checks the 3rd tile 16:20:03 <Samu> ai authors would have to update them 16:20:35 <Samu> well, can't have it all 16:20:42 <planetmaker> arguably that's correct, yes 16:22:11 <Samu> i have come to accept that ais are just like human players after all 16:22:19 <Samu> if they build it wrong 16:22:27 <Samu> its their fault :( 16:23:09 <planetmaker> well... yes. Adopt or amend an AI library which does these checks for them. And AIs just need to use that library 16:24:08 *** HerzogDeXtEr has joined #openttd 16:24:46 <Samu> you mean, keep the old behaviour just for the AIs, but create a new build behaviour for humans? 16:25:32 <planetmaker> AI can use libraries which can implement tasks many AI authors need. 16:25:41 <planetmaker> OpenTTD would not need to make a difference itself 16:28:54 <Samu> i see, hmm so there should be a notice about behaviour change somewhere in the noAI api 16:29:25 <planetmaker> maybe 16:29:35 <planetmaker> though none of the calls themselves changes 16:30:43 <Samu> the return value of builddock, erm... let me find the correct name 16:31:01 <planetmaker> it still returns allowed or not allowed 16:31:08 <planetmaker> just more often allowed 16:32:02 <Samu> https://github.com/OpenTTD/OpenTTD/blob/master/src/script/api/script_marine.cpp#L86 16:32:12 <Samu> yes, that 16:32:44 <Samu> well, then there's nothing to do on the ai api side 16:32:48 <peter1138> Yay, cheap bike lights with dodgy USB sockets :/ 16:33:21 <Samu> it's gonna be up to ai authors to adapt their code to the new behaviour 16:33:39 <Samu> as much as it saddens me, because most are inactive 16:33:56 <planetmaker> yes... that saddens me, too 16:35:00 <peter1138> I've seen savegames where AIs block their own stuff anyway... 16:36:16 <glx> most AIs start like it's a new game on loading 16:40:45 <Samu> will the pier tile require water? 16:41:04 <Samu> or will it build a canal if it's missing water? 16:42:23 <andythenorth> I would rather ease the building restrictions 16:42:36 <andythenorth> than nott 16:42:52 <andythenorth> people will complain about MP griefing, but eh 16:42:53 <andythenorth> what's new? 16:44:00 <Samu> I got another project related to canal ownership on hold, didn't PR it because the changes are kinda massive 16:45:12 <Samu> in it, i made all water based constructions to automaticaly build a canal underneath the structures if it is missing water 16:45:44 <Samu> building in land is more fluid, but ultimately, ais in their current state, will suffer 16:46:03 <andythenorth> so a dock will place water under it? 16:46:24 <Samu> yes, but also set the owner of the water tile 16:46:37 <Samu> it's not just a single owner now 16:46:43 <Samu> will have 2 owners 16:46:55 <Samu> dock owner, and canal owner 16:47:07 <Samu> much like roads 16:47:13 <Samu> and drive through stations 16:47:17 <Samu> can have 2 owners 16:47:52 <andythenorth> I am +1 to easing building 16:48:04 <andythenorth> also more of this :P https://dev.openttdcoop.org/attachments/download/9203/Sarfingfield%20Transport,%204th%20Mar%202183.png 16:49:36 <Samu> there's just an issue, a big one, about what to do these water canals if one removes the structure 16:49:41 <Samu> keep the canal? 16:49:47 <Samu> create a bare land 16:49:48 <Samu> ? 16:49:53 <planetmaker> bare land 16:50:01 <glx> andythenorth: canal around the land ? 16:50:06 <planetmaker> you build water, if required. You destroy water when it is removed 16:50:33 <Samu> but in the majority of cases, I don't want the water to be cleared 16:50:54 <Samu> it's a dilema 16:51:30 *** Gja has quit IRC 16:52:38 <glx> hmm looking at this screenshot I agree with nielsm, more space needed under aqueduct for road or tracks 16:53:08 <Samu> it's an issue about consistency, demolishing a ship depot built on canal tiles in current openttd version still keeps the canals 16:53:45 <Samu> i like this behaviour more than a bare land being created, but at the same time 16:54:01 <Samu> if the ship depot is the first structure I'm creating on land and I wanna remove it 16:54:10 <Samu> it's now gonna leave 2 water tiles behind 16:54:29 *** Progman has joined #openttd 16:54:45 <andythenorth> glx: canal around the land 16:54:59 <glx> expensive ;) 16:55:09 <andythenorth> it's my older child 16:55:12 <andythenorth> he wasn't sure of money 16:55:16 <andythenorth> short * 16:55:26 <glx> but smart 16:55:28 * andythenorth builds airports on sea with canal tiles 16:55:47 <nielsm> glx yeah it's just an issue of "does the ship float on top of a 5 cm deep puddle of water?" 16:56:30 <planetmaker> lool @ screenshot 16:56:35 <nielsm> and similarly perhaps it should not be possible to tunnel directly below rivers/canals either 16:56:37 <planetmaker> but yes... I've built such already as well 16:56:54 <glx> for me it's more like can the vehicle under really go without touching 16:57:37 <glx> aqueduct seems thicker than other bridges 16:59:14 <glx> hmm for tunnels it's different, they can go deeper without anybody notice ;) 16:59:18 <glx> like in real life 16:59:52 <nielsm> right, just assume that tunnel and any crossing below it fall some additional height 16:59:58 <glx> anything could happen between entry an exit 17:00:04 <nielsm> "wormhole" 17:00:45 <glx> in ETS2 there's even tunnels making loops in scandinavia 17:02:54 <Samu> https://github.com/OpenTTD/OpenTTD/pull/7078#issuecomment-457615232 that's gonna make aqueducts even harder to build in-land :| 17:02:59 <glx> but in the screenshot the aqueduct really feel very low 17:03:02 <Samu> requiring 2 tile height 17:03:48 <Samu> raising 2 levels with locks alone require 3 * 2 tiles 17:04:01 <Taede> http://nurionis.co.uk/coaltunnel.jpg <-- so if a canal should be 2 tiles high, how low should a coalmine be? 17:05:00 <glx> :) 17:05:08 <Samu> is this why you want foundations? 17:06:04 <glx> wow orudg.e is featured in this one 17:07:05 <Samu> i also have a patch about aqueducts requiring a min height of 2, let me dig 17:07:35 <glx> you sound like peter with your "I have a patch" :) 17:09:30 <Samu> https://www.tt-forums.net/viewtopic.php?f=33&t=75219&hilit=patch 17:09:41 <Samu> the 2nd post 17:10:06 <Samu> makes it much much harder to raise 2 levels of land 17:10:24 <Samu> harder to build, too many constraints 17:11:52 <Samu> oh, i see it only applies to locks 17:12:34 <Samu> upper lock tile requires a bridge height of 2 17:12:43 <Samu> lower lock tile requires a briddge height of 3 17:16:06 <Samu> just the number of locks and space requires to build an aqueduct over a lock behind... it's bad, doesn't facilitate canal construction at all 17:16:15 <Samu> below* 17:16:49 <Samu> sorry about my typos 17:28:57 <Samu> gonna try posting aircraft hangar issues a PR at a time 17:29:07 <Samu> which will trigger andythenorth anyway :| 17:29:33 <andythenorth> post one and see if it gets reviewed :) 17:30:51 <Samu> will decouple the fixes into single PR's 17:31:51 <glx> but yes one "feature" per PR is better 17:36:42 <LordAro> i have no issues with multiple fixes per pr, as long as they're in distinct commits 17:38:10 <peter1138> Evening. 17:38:40 *** gelignite has joined #openttd 17:40:12 *** Gustavo6046 has joined #openttd 17:42:56 <peter1138> Deponia: The Complete Journey is free on HumbleBundle for a limited time. 17:43:11 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7099: Fix #6574: Go to takeoff if no hangar https://git.io/fhodh 17:44:21 <peter1138> That grammar though. 17:48:52 *** Gabda has joined #openttd 17:50:59 *** Pikka has quit IRC 17:51:16 *** Wormnest has quit IRC 17:53:23 <TrueBrain> nielsm: it seems all Squirrel memory functions end up in a single file. And strictly seen we have a global telling which VM is active 17:53:33 <TrueBrain> would it be bad to abuse that knowledge? As that would make for a relative easy fix 17:53:37 <TrueBrain> just .. not really thread-safe :D 17:54:00 <peter1138> Is it threaded? 17:54:19 <TrueBrain> given there is a global to instance which instance is active, I doubt it 17:54:21 <TrueBrain> but I havent checked 17:55:58 <peter1138> I suppose if they have access to map or object info, threaded would probably not work well. 17:56:22 *** Wormnest has joined #openttd 17:57:22 <TrueBrain> it is more that Squirrel itself seems thread-safe. So adding code that breaks that, might do more harm 17:57:48 <peter1138> *nod* 18:02:34 <TrueBrain> if I would be able to find what is new in Squirrel 3, it might be worth looking adding this to upstream, to fix properly 18:02:43 <TrueBrain> as it is not that difficult, just touching a lot of code, from what I can tell 18:05:46 <Samu> god damn dereference ... 18:05:52 <Samu> :| 18:06:12 <Samu> well, i'll test in release build 18:06:44 <LordAro> Samu: maybe you should fix that bug first :D 18:06:45 <TrueBrain> seems it is not that much different .. just some new things got added .. 18:06:50 *** Gja has joined #openttd 18:07:12 <Samu> it's not my bug 18:07:16 <LordAro> TrueBrain: mm, i was doing some digging last night, there's not a lot that's changed 18:07:35 <TrueBrain> 'free' variables is the new thing in 3, it seems 18:07:37 <TrueBrain> what-ever that is :D 18:07:56 <LordAro> i couldn't find any sort of migration guide, other tham a few scattered forum posts about things not working with 3 18:08:00 <TrueBrain> might be worth updating to 3.1; then we can upstream a patch to lock memory to the vm 18:08:15 <LordAro> maybe 18:08:18 <andythenorth> bbl 18:08:19 *** andythenorth has left #openttd 18:08:20 <TrueBrain> examples of what is not working? 18:08:57 <LordAro> i'll see if i can find it again 18:09:16 <TrueBrain> the file structure is near identical 18:09:19 <TrueBrain> seems the stdlib is bigger 18:12:13 <TrueBrain> parent, vargc and vargv are no longer keywords 18:12:47 <LordAro> TrueBrain: nope, dunno what i saw before, can't find it now :) 18:13:47 <peter1138> Samu, does #7099 fix aircraft that are already stuck, or just prevent them sticking in the first place? 18:14:59 <TrueBrain> sadly, the github repo starts a bit after 3.0 was released, it seems 18:15:12 <TrueBrain> the lexer shows some differences, but nothing that looks huge 18:16:31 <TrueBrain> https://github.com/albertodemichelis/squirrel/blob/master/HISTORY 18:16:35 <TrueBrain> was not expecting that name 18:16:39 <TrueBrain> took me WAY too long to find :D 18:17:38 <Samu> peter1138 just prevents them sticking in 18:17:54 <Samu> if they're stuck, they remain stuck 18:17:55 <TrueBrain> -removed 'vargv' and 'vargc' keywords 18:17:55 <TrueBrain> -now var args are passed as an array called vargv(as a paramter) 18:18:03 <TrueBrain> -removed 'parent' keyword 18:18:03 <TrueBrain> -added class getbase() built in method 18:18:38 <peter1138> Wonder if any scripts use them? 18:19:08 <TrueBrain> I do too 18:19:27 <peter1138> Hmm, v3 released 2011 :D 18:23:16 <TrueBrain> might be something for OpenTTD 2.0 :P 18:23:19 <TrueBrain> together with NRT? :D 18:23:28 <peter1138> Hmm. 18:28:05 *** frosch123 has joined #openttd 18:31:42 <Samu> how am i gonna explain that some of the changes only make sense together... :| 18:31:50 <Samu> i'm falling into this hole again 18:33:00 <Samu> you want to review them separately :| 18:33:11 <Samu> then questions arise 18:33:42 <Samu> then it's rejected based on its own, the rest of the changes become meaningless 18:34:04 <Samu> ok 18:34:22 <Samu> I can already see all this rejected... 18:34:30 <Samu> but will pr anyway 18:34:45 <peter1138> Explain it by itself. 18:36:51 <Eddi|zuHause> <peter1138> Deponia: The Complete Journey is free on HumbleBundle for a limited time. <- "unfortunately" i already have that.. 18:37:14 <Eddi|zuHause> also, can that even still be called "complete"? i think it was only parts 1-3, not 4 18:37:28 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7100: Fix #6574: Remove go to hangar orders when rebuilding airport https://git.io/fhoxm 18:38:15 <Samu> #7100 for example 18:38:54 <Samu> I am cancelling manual send to depot orders 18:39:03 <Samu> on its own, it's pointless 18:39:25 <Samu> the aircraft will still go flying around the airport 18:40:10 *** andythenorth has joined #openttd 18:41:36 <andythenorth> well 18:42:38 <Samu> my other part of the code, would be making the airplane do automatic service at another airport than the next in the orders 18:43:26 <Samu> it was a manual order, I know, but it's cancelled 18:43:40 <Samu> allowing it to trigger automatic service 18:43:55 <Samu> it just requires my other part of the code there to actually start making sense 18:45:04 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7100: Fix #6574: Remove go to hangar orders when rebuilding airport https://git.io/fhoxp 18:47:11 <andythenorth> so I owe some reviews? o_O 18:47:37 <peter1138> You don't owe anything. 18:47:57 <andythenorth> apparently not 18:48:00 <andythenorth> you did the review 18:48:56 <peter1138> Review on what? 18:49:22 <andythenorth> website stuff 18:49:29 <peter1138> Oh that was HOURS ago. 18:49:34 <andythenorth> things move fast here 18:49:38 <andythenorth> keep up andythenorth 18:49:59 <peter1138> Who wants to watch me dev? 18:50:13 <andythenorth> you streaming? :P 18:50:28 <andythenorth> I watched nielsm play OpenTTD :P 18:51:26 *** Gustavo6046 has quit IRC 18:51:34 <Samu> peter1138 by "remove" I meant mark it invalidated, my bad 18:51:54 <Samu> let me show screenshot 18:51:58 *** Gustavo6046 has joined #openttd 18:52:03 <peter1138> Samu, so "RemoveOrderFromAllVehicles" doesn't remove orders? 18:52:18 <Samu> the function is named like that 18:52:31 <glx> hmm I think I have an idea for the deadlock, need to try it 18:52:31 <Samu> but it actually creates (Invalid Order) entry 18:52:46 <peter1138> Haha 18:53:26 <peter1138> The only thing is, what happens if you change your mind and replace the airport with one that does have a hangar? 18:53:51 <Samu> remains an invalid order 18:54:05 <andythenorth> isn't there some 30 day thing for that already? 18:54:26 <andythenorth> reminds me about https://github.com/OpenTTD/OpenTTD/pull/7051 18:54:26 <peter1138> andythenorth, for removed stations/depots, yes. 18:54:30 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7100: Fix #6574: Remove go to hangar orders when rebuilding airport https://git.io/fhop9 18:54:39 <andythenorth> building an airport without a hangar is removing a depot 18:54:46 <andythenorth> unless it's put back within the time limit 18:54:50 <andythenorth> otherwise order is invalid 18:54:55 <andythenorth> I assume I missed a memo :P 18:55:37 <Eddi|zuHause> andythenorth: i had the exact same thought 18:55:38 <andythenorth> Eddi|zuHause: feel like updating 7051? o_O 18:55:41 <peter1138> There is that. 18:55:58 <peter1138> I wonder if it's treated differently because it's part of the airport. 18:55:59 <Eddi|zuHause> andythenorth: i only just noticed. maybe it should send out a notification? 18:56:06 <andythenorth> if only there was a bot 18:56:14 <Samu> hold on, im coming up with screenshots 18:56:31 <andythenorth> deliveroo, or should I cook? 18:56:54 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7100: Fix #6574: Remove go to hangar orders when rebuilding airport https://git.io/fhohJ 18:57:44 <andythenorth> so where do hangars exist? 18:57:50 <andythenorth> in the map 18:57:59 <Samu> they're "stations" 18:58:01 <Eddi|zuHause> they're depot tiles 18:58:04 <Eddi|zuHause> i think 18:58:27 <Samu> tile type is station 18:58:29 <andythenorth> but they don't trigger 'invalid order'? 18:58:45 <andythenorth> fix the root cause, replicate existing behaviour from elsewhere 18:58:53 <andythenorth> don't add new behaviour if not needed 18:59:45 *** Thedarkb-T60 has joined #openttd 18:59:46 * andythenorth cooks, deliveroo is expensive 19:00:17 <Samu> it's what happens when you remove a depot for a train, let me verify 19:00:34 *** Gja has quit IRC 19:00:34 <Eddi|zuHause> "your branch master is 54 commits behind origin/master" are you really moving this fast lately? 19:00:40 <andythenorth> supermop_work_: yo 19:01:48 <Samu> yep 19:02:01 <peter1138> But deliveroo! 19:02:14 <Samu> https://imgur.com/ctiEstv 19:02:26 <Samu> demolished train depot, it became Invalid Order immediately 19:02:52 <Samu> i don't really invalidate it on demolish, only when the rebuilt airport doesn't have hangar 19:02:52 <Eddi|zuHause> i hate patches with savegame bump, they're always conflicting when they're not merged quickly 19:03:12 <Samu> it's more forgiving 19:03:35 <andythenorth> so 7051 changes train depot behaviour to be more forgiving 19:03:47 <andythenorth> I am +1 to not invalidating immediately 19:03:59 <andythenorth> it supports airport closure + replacement 19:04:19 <andythenorth> so waypoints and stations are invalidated on ~30 days 19:06:10 <peter1138> Only train? 19:06:21 <peter1138> What about road vehicles and ships? 19:06:41 <peter1138> If it works for all types, then that's a better solution than Samu's. 19:09:07 <andythenorth> probably works for RVs and ships? 19:09:08 <Samu> i'm not sure what 7051 do about hangars, let me look 19:09:12 <andythenorth> I only tested trains :x 19:09:21 <andythenorth> code looks like it's generic? 19:09:53 <peter1138> May not be because, again, hangars are removed different from depots for other types. 19:10:46 <Eddi|zuHause> we need a more git friendly way of handling savegame bumps 19:11:20 <peter1138> It's mostly okay but yes, it'd be nice to not have to replicate numbers everywhere. 19:11:43 *** Gja has joined #openttd 19:12:05 <peter1138> Maybe an enum of when a change is introduced. Then you just need to resolve the conflict in one place. 19:12:37 *** Thedarkb-T60 has quit IRC 19:12:49 <Eddi|zuHause> yeah, that giant comment above SAVEGAME_VERSION might be turned into an enum 19:14:18 <nielsm> overkill solution: every savegame change has a GUID associated, every savegame contains a full list of all the GUIDs applicable to its data 19:16:08 <peter1138> Not sure what advantages that has. 19:16:51 <nielsm> orthogonal changes don't affect each other, doesn't need serialisation 19:18:01 <peter1138> Maybe a PR? ;) 19:18:07 <nielsm> yeah right :D 19:18:33 <peter1138> Not sure how you'd handle savegame conversion. 19:19:32 <Eddi|zuHause> peter1138: the "before" check turns into "does not have GUID" 19:19:39 <peter1138> Or, indeed, handle future data changes. 19:20:12 <peter1138> It'd be neat, don't get me wrong. I'm all about the negativity :p 19:20:41 <peter1138> Hmm, how do I resize a window without changing its minimum size? 19:21:11 <Samu> cloning repository 19:21:16 <Samu> building... 19:21:23 <Eddi|zuHause> peter1138: change its default size, reopen with new default size? 19:21:45 <andythenorth> did anyone make any PRs for Iron Horse? o_O 19:21:49 <andythenorth> eh I should move it to github 19:21:56 <andythenorth> then people draw all my sprites, right? 19:22:04 <LordAro> that's how open source works, yes 19:22:48 <Eddi|zuHause> that's how mafia works? sorry, i had to 19:22:53 <andythenorth> meanwhile 19:22:55 <andythenorth> pixels 19:23:27 <Samu> 7051 doesn't remove the hangar from the order after 30 days 19:23:30 <Eddi|zuHause> i'm unsure what the conflict in order_cmd means 19:23:35 <Samu> i replaced helidepot to heliport~ 19:23:49 <Eddi|zuHause> need to look at both original commits 19:25:13 <Eddi|zuHause> and this saveload mess prevents me from handling this conflict individually 19:25:19 <Eddi|zuHause> gonna abort this 19:25:41 <Samu> hangars are a different speciment of depot 19:25:59 <Samu> can't be decoupled from their airport 19:26:28 <peter1138> https://www.twitch.tv/peter1138 ;p 19:26:45 <peter1138> Hmm, so much latency. 19:27:30 <LordAro> "Category: Open Transport Tycoon Deluxe" TRIGGERED 19:28:21 <Eddi|zuHause> i like how on twitch you can skip ads with f5 19:28:36 <andythenorth> can I? :O 19:28:36 <peter1138> Yeah, I know, I emailed them about that a while ago and then forgot about it. 19:28:43 <andythenorth> I had to watch an ad 19:28:58 <peter1138> In fact I didn't even set it now, it was from when I last fiddled with twitch. 19:30:55 <LordAro> we're missing the top of your screen, btw 19:31:16 <peter1138> Oh? 19:31:18 <LordAro> wait, crap 19:31:23 <peter1138> Looks alright for me. 19:31:24 <LordAro> ...i was scrolled down 19:31:26 <peter1138> :D :D 19:31:32 <andythenorth> just give me all the train sprites for the group 19:31:36 <andythenorth> and a crayon tool 19:31:46 <LordAro> damn sticky headers confusing me about where the top of the page is 19:32:14 <peter1138> Hmm, wonder the list starts empty :/ 19:32:20 <peter1138> Yeah, they're annoying 19:32:34 <peter1138> Oh, this is that 5000 ship savegame that used to be horribly slow. 19:32:50 <Eddi|zuHause> <andythenorth> can I? :O <-- yeah, twitch shows you an ad the first time you visit the site, but not the 2nd time. which is the reverse of youtube, btw. 19:32:52 <LordAro> very nice 19:33:21 <peter1138> Got rid of the checkboxes from the livery window, now has "default" in the dropdown list. 19:34:08 <peter1138> Interesting bug! 19:35:09 *** gelignite has quit IRC 19:37:39 <Samu> cherry-pick is awesome 19:37:45 <Samu> just discovered it 19:37:56 <peter1138> Haha, yes. 19:45:40 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7101: Fix #6636: Airplanes could be sent to helicopter station depots https://git.io/fhKfk 19:48:27 <peter1138> Hmm, need to set initial scroll position. 19:48:47 <peter1138> And also, cook dinner. 19:52:33 <Gabda> it is quiet in the stream 19:53:18 <Gabda> are all 7 viewers from here? :) 19:53:30 <LordAro> almost certainly 19:57:53 <nielsm> constant buffering for me :( 19:58:13 <Gabda> Can I have a WIP tag on PR 7047 and 7025? 19:58:56 <nielsm> done 19:59:07 <Gabda> I am making a 3rd solution for the same problem 19:59:39 <Gabda> that was fast, thank you :) 20:00:01 <nielsm> https://github.com/OpenTTD/OpenTTD/pull/7077 <-- I think we should just integrate this? anyone opposed? 20:01:33 <LordAro> nielsm: works for me, go for it 20:01:58 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7077: Change: Always build baseset metadata, instead of including it in the repo. https://git.io/fhKJZ 20:02:26 <LordAro> vast majority of it is for VS 20:02:36 <LordAro> so as long as someone's tested that :p 20:03:09 <Samu> an unexpected conflict :| 20:03:33 *** Gabda has quit IRC 20:03:37 <Samu> ship cache conflicting in 20:03:49 <Samu> gonna solve 20:04:31 *** Thedarkb-T60 has joined #openttd 20:05:49 <nielsm> peter1138: merge your own pr :) 20:06:20 *** Simons_Mith has joined #openttd 20:06:49 <Simons_Mith> ... 20:07:08 <nielsm> hello 20:07:19 <nielsm> people are here and active, just not in this minute 20:07:52 <Simons_Mith> Was very busy late yesterday 20:08:50 <Samu> ah 20:08:59 <Samu> dest_tile is now SetDestTile 20:09:03 <Samu> a->SetDestTile(a->GetOrderStationLocation(destination)); 20:09:07 <Samu> solved 20:10:12 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7102: Fix: Direct the aircraft to the correct location of the hangar when s… https://git.io/fhKJN 20:11:24 <Samu> i think that one deserves a savegame to demonstrate the bug 20:13:07 *** Thedarkb-T60 has quit IRC 20:14:59 <glx> I think I solved the deadlock, will PR 20:15:49 <LordAro> woo 20:18:53 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7102: Fix: Direct the aircraft to the correct location of the hangar when s… https://git.io/fhKUR 20:19:40 *** Wormnest has quit IRC 20:20:06 <Simons_Mith> I was pondering the naming of depots. 20:20:16 <Simons_Mith> (Well it passes the time) 20:20:26 <peter1138> Ah harrr, now I'm back, but I've gotta eat :p 20:20:44 <Simons_Mith> I would have thought the first depot in a town would just be called 'depot'. 20:20:59 <Simons_Mith> There aren't any others, so there's no ambiguity, 20:21:33 <Simons_Mith> But in-game, for understandable reasons, our companies depandtically name every depot as RV/Train or whatever 20:21:46 <Simons_Mith> er, pedantically 20:22:44 <Simons_Mith> I was mulling putting custom code in to strip the redudant bit out, for the first depot in a town. 20:23:36 <Simons_Mith> Would mean that if you built a train depot first in one town and an RV epot first in aother, they'd both be called ABC Depot and DEF Depot. 20:23:55 <Simons_Mith> Little buit more verismilitude, little bit less consistency. 20:24:03 <Simons_Mith> Good? Bad? 20:24:20 <Eddi|zuHause> <nielsm> have there been experiments with stations having capacity for waiting cargo? <-- the suggestion has been around for a bit, but i have no recollection of anyone actually trying it. main problem is, how do you handle it for people who don't have any station newgrfs loaded? 20:24:32 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7103: Fix #7007: deadlock when launched with -n switch https://git.io/fhKUb 20:26:11 <nielsm> Eddi|zuHause: I suppose you'd have to supply some base "warehouse" expansions to stations, or just only enable limited capacity stations if any newgrf supporting it are loaded 20:26:20 <Simons_Mith> [I am looking at game strings in geranl again, actually. Per this old thread: https://www.tt-forums.net/viewtopic.php?f=33&t=69914&hilit=textfile+queries 20:26:32 <Simons_Mith> *general 20:28:48 <glx> maybe use the closer station name as reference 20:29:14 <Eddi|zuHause> nielsm: next thing is, people will want to disable the default station, if they want to introduce some stricter limits in their own station set 20:30:33 <glx> hmm there's a extra space in my commit message 20:30:40 <peter1138> Add a default capacity per station tile (maybe differ per type, as well) 20:31:02 <nielsm> yeah that too 20:31:31 <nielsm> roadside stops have lower capacity than bus stations e.g. 20:31:42 <glx> or it's DorpsGek_II 20:31:53 <Eddi|zuHause> well, i'm assuming here that the default station gets some generic "good for any cargo" limit, and the newgrfs can differentiate that by cargo type/class 20:32:29 <peter1138> Eddi|zuHause, yeah, I'd say so. 20:32:42 <peter1138> Though bus stops are obviously passenger only? 20:32:55 <LordAro> glx: it does indeed have an extra space :p 20:33:04 <LordAro> looks like all the webstuff suppresses it 20:33:07 <glx> yeah fixing 20:34:47 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7103: Fix #7007: deadlock when launched with -n switch https://git.io/fhKUb 20:34:49 <LordAro> oh, that's a very simple change 20:34:52 <LordAro> :) 20:35:22 <glx> yes and I midified the comment a little while fixing the commit message 20:35:29 <glx> *modified 20:35:58 <glx> it's better with a "while" 20:37:23 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7103: Fix #7007: deadlock when launched with -n switch https://git.io/fhKTp 20:37:36 <LordAro> oh, the CI is borked again 20:37:39 <LordAro> azure is much sad 20:38:27 <glx> at first I though it would be way harder to fix the deadlock, but was simple when the idea came :) 20:39:36 <glx> these can be very nasty to fix 20:40:51 <LordAro> yeah 20:41:29 <peter1138> Ok so... set a scrollbar position. 20:43:24 <Simons_Mith> BTW I generally take silence/no direct respose to mean 'nobody hates the idea'. Is that a reasonable assumption? Or is it wiser to canvas for an actual positive acknowledgement? 20:43:56 <glx> indeed :) 20:44:48 <glx> unless it's a very bad idea we rarely hate stuff 20:45:03 <glx> well not until we see the PR 20:45:28 <peter1138> We only hate Samu's stuff by default ;) 20:46:37 <Simons_Mith> Well now that pull requests are a thing it's much easier to get a suggestion into a hateable state. 20:47:17 <Simons_Mith> I think I'll start by resurrcting the copy refinements from that old thread. 20:47:24 <glx> like, if you were suggesting some kind of multi threading in game engine, the answer would be more direct :) 20:47:35 <Simons_Mith> I presume breaking it into reasonably bite size chunks is wise? 20:48:53 <glx> as long as each commit is buildable and works by itself 20:49:29 *** Gja has quit IRC 20:49:40 <Simons_Mith> What's your preference on putting currently unused 'hooks' in for future stuff? 20:50:19 <peter1138> Depends how soon you think it'll be used. 20:50:24 <glx> it's ok in preparation phase I think 20:50:40 <glx> like if it's used by next commit ;) 20:50:49 <DorpsGek_II> [OpenTTD/OpenTTD] fibbo commented on issue #7043: Disconnected towns during world generation https://git.io/fhKIC 20:51:03 <peter1138> I once did it, in preparation for a commit later in the week. By the time I got there it'd been reverted, and that feature never happened. 20:51:32 <glx> but it was in svn time 20:51:45 <glx> with git it's easier 20:51:54 <LordAro> it wouldn't have been merged nowadays ;) 20:51:56 <peter1138> True. 20:56:14 <TrueBrain> my poor mailbox .. maybe I should unsubscribe from getting an email for any activity on any OpenTTD repo .. 20:56:52 <peter1138> Filter it into its own mailbox. 20:57:00 <peter1138> Sieve++ 20:57:22 <TrueBrain> it already is; but I just mark them all as read now :P 20:57:55 *** Borg has quit IRC 20:57:57 <glx> hey I just get email for stuff I touched 20:58:14 <TrueBrain> it is optional :) 20:58:21 <glx> I know 20:58:29 <TrueBrain> why is Azure Pipelines triggering such a pain? 20:59:08 <glx> because it's the free version 21:00:14 <TrueBrain> its really weird .. sometimes things don't want to queue .. but the timing is highly irregular 21:01:26 <TrueBrain> lolz ... I named the new binary -docs-source.tar.xz 21:01:31 <TrueBrain> we also have -source.tar.xz 21:01:37 <TrueBrain> and the build system is now confused which I mean :D 21:01:43 <peter1138> o_O 21:02:04 *** Thedarkb-T60 has joined #openttd 21:02:07 <TrueBrain> (as it downloads all artifacts ending with -source.tar.xz) 21:02:09 <TrueBrain> how annoying :D 21:02:16 *** sla_ro|master has quit IRC 21:02:56 <TrueBrain> how to fix that .. hmmm 21:03:28 <peter1138> -docs-src.tar.xz 21:04:53 <TrueBrain> :D That is cheating :P 21:04:57 <TrueBrain> itemPattern: 'bundles/openttd-*-source.tar.xz' 21:13:35 *** Simons_Mith has quit IRC 21:14:39 <peter1138> Sometimes, I wish I knew what I was doing... 21:14:49 <nnyby> lol 21:15:02 <TrueBrain> don't we all 21:15:26 <DorpsGek_II> [OpenTTD/CompileFarm] TrueBrain opened pull request #24: Fix: [release-docs] name the source docs just '-docs.tar.xz' https://git.io/fhKLH 21:15:28 <peter1138> So I can select a group when opening the window, but when changing the selection with an existing window, it wipes out the list completely :/ 21:15:36 <TrueBrain> peter1138: I just removed the -source part completely. As .. why not .. :D 21:15:44 <peter1138> TrueBrain, cheating is sometimes easiest :D 21:16:13 <TrueBrain> all other solutions I found were more terrible :P 21:16:20 <peter1138> TrueBrain, an update for the download descriptions too? 21:16:26 <TrueBrain> it already knows this one :) 21:16:30 <TrueBrain> I can remove the now unneeded, I guess 21:16:32 <peter1138> Ah okay. 21:16:43 <DorpsGek_II> [OpenTTD/CompileFarm] PeterN approved pull request #24: Fix: [release-docs] name the source docs just '-docs.tar.xz' https://git.io/fhKLF 21:17:46 <peter1138> LordAro, ah yes, #7077 does work for VS, I do have VS here ;) 21:17:58 <DorpsGek_II> [OpenTTD/website] TrueBrain opened pull request #39: Remove: -docs-source.tar.xz was never in production https://git.io/fhKLA 21:18:13 <TrueBrain> right, it is indeed nicer to remove that entry :) 21:18:17 <DorpsGek_II> [OpenTTD/website] PeterN approved pull request #39: Remove: -docs-source.tar.xz was never in production https://git.io/fhKtv 21:18:31 <peter1138> You'll be wondering what it is for later on down the line... 21:18:37 <TrueBrain> I tried starting VS the other day .. it was telling me my license expired ... gave up after that :P 21:19:42 *** Thedarkb1-T60 has joined #openttd 21:20:35 <TrueBrain> funny, Visual Studio Code found the VS, and is now using the cl.exe :P 21:21:51 <DorpsGek_II> [OpenTTD/website] TrueBrain merged pull request #39: Remove: -docs-source.tar.xz was never in production https://git.io/fhKLA 21:22:42 <andythenorth> now what 21:22:49 * andythenorth played tanks for a bit 21:23:42 <TrueBrain> NOOOO 21:23:47 <TrueBrain> stop wasting your time on tanks! 21:24:01 <TrueBrain> owh, it is friday 21:24:03 <TrueBrain> no, it is okay 21:24:04 <andythenorth> it's like 1 hour this week 21:24:13 <TrueBrain> GO KILL OTHER TANKS PLZ :D 21:24:14 <andythenorth> in 2018 I was playing like 21:24:23 <andythenorth> @calc 5 * 5 + 20 21:24:23 <DorpsGek> andythenorth: 45 21:24:25 <andythenorth> oof 21:24:26 <andythenorth> that's a lot 21:24:33 <TrueBrain> per day? 21:24:34 <TrueBrain> per week? 21:24:36 <TrueBrain> per year? 21:24:39 <andythenorth> 45 hours per day yes 21:24:44 *** Thedarkb-T60 has quit IRC 21:24:49 <TrueBrain> that made the most sense to me too yes 21:24:57 <TrueBrain> playing tanks against yourself 21:24:59 <TrueBrain> and losing 21:25:00 <TrueBrain> sad 21:25:52 <andythenorth> can GS trigger towns building stuff? 21:26:05 * andythenorth was looking at https://github.com/OpenTTD/OpenTTD/issues/7043#issuecomment-457723255 21:26:11 <andythenorth> also Samu's town growth ships thing 21:26:22 <andythenorth> regressions via GS :P 21:27:27 <DorpsGek_II> [OpenTTD/CompileFarm] TrueBrain merged pull request #24: Fix: [release-docs] name the source docs just '-docs.tar.xz' https://git.io/fhKLH 21:29:05 <peter1138> Hrmm! 21:29:45 <peter1138> Why would this->owner be wrong when calling a function externally from a window, but correct within that window? 21:31:18 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on issue #7043: Disconnected towns during world generation https://git.io/fhKqC 21:34:57 *** Thedarkb1-T60 has quit IRC 21:35:09 *** Thedarkb1-T60 has joined #openttd 21:39:10 <glx> different this ? 21:39:39 <peter1138> Same pointer. 21:39:43 <peter1138> Eh, same pointer value. 21:40:04 <peter1138> I'm using BringWindowToFrontById, and then casting the return value of that. 21:40:11 <LordAro> sounds like it's time for some watchpoints 21:41:24 <peter1138> I wonder if cgdb is still hideously slow with our debug builds. 21:41:44 <LordAro> it wasn't too bad for me the other day 21:43:12 <peter1138> this->owner has the same pointer value too... just a different value. 21:45:07 <peter1138> Yeah seems okay now. 21:45:12 <peter1138> Used to take about 3 minutes to start up. 21:45:37 <peter1138> Slows down a bit with a watch on :) 21:45:55 <peter1138> Okay maybe 5000 ships wasn't a good savegame to try it on. 21:46:32 <LordAro> :p 21:47:09 <peter1138> Or at all. Add a watch makes it horrible slow even without leaving that function :/ 21:49:35 <peter1138> Oh, it wasn't debug 3 21:49:57 *** frosch123 has quit IRC 21:50:46 <peter1138> Yeah, now it takes ages, woo. 21:50:55 <LordAro> ah, lol 21:52:47 *** Xaroth has quit IRC 21:53:43 <Samu> it was by pure coincidence 21:54:44 <Samu> talking about https://github.com/OpenTTD/OpenTTD/issues/7043#issuecomment-457723255 21:54:51 <Samu> it happened right in front of me 21:55:02 <Samu> and during my prevent ship stuff 21:55:14 <Samu> i know, but it's not derived from my stuff 21:55:58 <peter1138> Yeah but do you know the seed? 21:56:07 <Samu> it wouldn't be useful 21:56:26 <Samu> towns generate in different places 21:56:29 <glx> the seed is useful, it determines all random calls 21:57:06 <Samu> erm, no, i mean the seed would only be useful for my prevent town grouth block thing build than the master 21:57:38 <Samu> i tried the same seed on a master build, and the towns are placed differently 21:57:57 <peter1138> Ah okay. 21:57:58 <Samu> kind of expected, due to the different construction rules 21:58:21 <TrueBrain> https://www.staging.openttd.org/ <- w00p, finally tonight's nightly is published 21:58:41 <TrueBrain> including NoAI and NoGo docs :D 21:58:54 <glx> all automatic ? 21:59:10 <Samu> i followed the code and found it deleting towns with 0 population as they are generated 21:59:17 <Samu> that's where I found it deleting the bridges 22:00:35 <nielsm> concept: https://0x0.st/sCWQ.png 22:00:44 <Samu> a town was generated on some of the free space shown on that screenshot, then removed right away because it generated with 0, but took bridges of nearby towns with it 22:02:03 <peter1138> So this->owner is set to INVALID_COMPANY within FinishInitNested() 22:02:22 <peter1138> So why it is *not* INVALID_COMPANY when I refer to owner within the window? :/ 22:02:23 <LordAro> TrueBrain: huzzah 22:02:32 <andythenorth> drawing pretendelino fronts :( 22:02:34 <andythenorth> is hards 22:02:47 <LordAro> that right hand side does look very empty now 22:03:03 <TrueBrain> it does; suggestions are welcome 22:03:11 <LordAro> complete site redesign! 22:03:24 <glx> more screenshots ? 22:03:35 <andythenorth> quite swooshy https://hattonsimages.blob.core.windows.net/products/R2467-SD01_3282342_Qty1_1.jpg 22:03:50 <andythenorth> TrueBrain: remove right hand column :P 22:03:52 <andythenorth> increase news space 22:03:54 <andythenorth> profit 22:03:58 <TrueBrain> go for it :P 22:03:59 <LordAro> andythenorth: except not virgin :p 22:04:15 <andythenorth> why not? o_O 22:04:56 <LordAro> they got east coast taken away from them 22:05:08 <andythenorth> TrueBrain: doing it 22:05:34 *** Thedarkb-T60 has joined #openttd 22:05:39 <peter1138> hardware watchpoint worked in debug-level 3 22:05:58 <TrueBrain> andythenorth: but but but .. the screenshots! 22:06:02 <TrueBrain> THINK ABOUT THE SCREENSHOTS! 22:06:14 <andythenorth> well put 4 screenshots there in a column then 22:06:16 <andythenorth> :P 22:06:21 <TrueBrain> \o/ 22:06:32 <peter1138> One last crash and then it's ready. 22:06:57 <andythenorth> now I have to learn how the screenshots work :P 22:07:05 <LordAro> https://i.imgur.com/YkYW93g.png needs a bit more effort than just deleting the element, i fear :p 22:07:16 <andythenorth> we need to sample n? 22:07:19 <Samu> https://github.com/OpenTTD/OpenTTD/blob/master/src/town_cmd.cpp#L93 this is the code where it deletes 0 population towns upon world generation 22:07:34 * nielsm wants an annoyance-mode for rail signals where they only work within limited distance from a station (and have very significant maintenance cost per individual signal) 22:07:36 <Samu> no, i mean https://github.com/OpenTTD/OpenTTD/blob/master/src/town_cmd.cpp#L1957 22:07:37 <andythenorth> LordAro: yeah nobody uses fully justified any more :) 22:07:40 *** Thedarkb-T60 has quit IRC 22:07:50 <Samu> i better post it in the issue, chat a bit busy 22:07:51 <andythenorth> nielsm: force building signal boxes :P 22:07:51 <LordAro> andythenorth: also the header image 22:08:00 <nielsm> andythenorth yep 22:08:01 *** Thedarkb-T60 has joined #openttd 22:08:12 <LordAro> Samu: you should always post things relevant to issues... in the issues 22:08:30 <TrueBrain> andythenorth / LordAro: maybe leave it like this, and take longer to make it really better :P 22:08:34 <nielsm> semaphores only work when you have personnel stationed nearby to watch the trains go by and pull those levers! 22:08:48 <andythenorth> TrueBrain: I have learnt the hard way, don't make late changes on Friday, then ship 22:08:56 <andythenorth> :P 22:09:07 <LordAro> andythenorth: surely our equivalent is making late changes on Sunday? :p 22:09:12 <glx> Samu: yeah that should go to the issue, will help others wanting to work on it 22:09:13 <andythenorth> probs 22:09:17 *** Thedarkb1-T60 has quit IRC 22:09:27 <andythenorth> TrueBrain: I am happy to improve, but actually I am brain dead now 22:09:31 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7103: Fix #7007: deadlock when launched with -n switch https://git.io/fhKUb 22:09:35 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro closed issue #7007: Joining server via shortcut causes freeze https://git.io/fhmsK 22:09:42 * LordAro googles "website designs" 22:09:50 <andythenorth> 99 designs 22:09:51 <andythenorth> fiver 22:09:54 <andythenorth> :P 22:10:09 <andythenorth> https://99designs.co.uk/?utm_source=google&utm_medium=cpc&utm_network=g&utm_creative=323294604144&utm_term=99%20designs&utm_placement=&utm_device=c&utm_campaign=UK%20-%2099designs%20Branded&utm_content=99designs%20-%20exact&gclid=EAIaIQobChMIzp75tfmJ4AIVSKWaCh2GtQfzEAAYASAAEgKHvPD_BwE 22:10:13 <LordAro> "20 of the best website designs to inspire you in 2018" 22:10:14 <andythenorth> oof ad spam sorry 22:10:18 <TrueBrain> andythenorth: my point :) Lets just release this tomorrow :) 22:10:23 * andythenorth just uses bootstrap for everything 22:10:32 <LordAro> but of course 22:11:44 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on issue #7043: Disconnected towns during world generation https://git.io/fhK32 22:12:00 <andythenorth> can we use pointless photos from unsplash? 22:12:06 <andythenorth> https://unsplash.com/ 22:12:30 <andythenorth> https://unsplash.com/photos/7KKQG0eB_TI 22:12:39 <andythenorth> https://unsplash.com/photos/DmDYX_ltI48 22:13:08 <TrueBrain> setting unrealistic expectations for the game are we? :P 22:13:15 <TrueBrain> I wonder if planetmaker already got the steam account claimed :D 22:13:19 <andythenorth> this is nope, tracks can't have snow https://unsplash.com/photos/4w-bg40jbI4 22:13:37 <andythenorth> nope: curved bridge, tunnel on bridgehead https://unsplash.com/photos/FJhkE0HQZQk 22:13:51 <andythenorth> nope: elevated metro https://unsplash.com/photos/XIkvzCGKo_w 22:14:30 <LordAro> they are very nice photos 22:14:46 <peter1138> andythenorth, https://github.com/PeterN/OpenTTD/tree/group-livery 22:14:58 <nielsm> works a bit better for simsig, with photos of the real locations simulated :) 22:15:06 <andythenorth> peter1138: what did you do :o 22:15:24 <andythenorth> oof I miss India https://unsplash.com/photos/JltBvvxNejo 22:15:27 <andythenorth> used to go every yeare 22:15:32 <peter1138> andythenorth, I finished it. 22:15:42 * andythenorth fetches 22:17:15 <LordAro> i think i shall play some tanks 22:18:20 <andythenorth> who drew those icons :) 22:18:21 <andythenorth> so bad 22:20:18 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7104: Fix #5405: Determine the correct last and next destinations and then ensure these are within range of each other https://git.io/fhKsL 22:20:37 <andythenorth> oh the realism :) 22:22:25 <Samu> the next 5 changes are too difficult to post as different PR's 22:22:37 <Samu> they need to be together 22:22:44 <Samu> they really have 22:22:50 <glx> then keep them together 22:22:53 <Samu> they depend on each other 22:23:21 <glx> if it forms a logical group of commits 22:23:26 <peter1138> Keep together but separate commits. 22:23:40 <Samu> oki 22:24:28 <andythenorth> peter1138: depot was slow to update livery after moving train to a group? 22:24:40 <andythenorth> [rest is pretty awesome, just saying what I see] 22:24:43 <peter1138> Depot... hmm. 22:25:00 <andythenorth> seems like it's not marked dirty 22:25:02 <peter1138> Yeah I guess I need to handle that case. 22:25:06 <andythenorth> I click on it, it updates 22:28:42 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7077: Change: Always build baseset metadata, instead of including it in the repo. https://git.io/fhzn8 22:29:24 <peter1138> Be 'funny' if everything fails now ;p 22:29:42 <glx> hehe 22:29:42 <peter1138> Would be nice to do the same for the widgets/squirrel exports, too. 22:29:52 <peter1138> I partially got the squirrel exports stuff working. 22:30:05 <peter1138> They need changing because they do in-place modification. 22:31:22 <glx> tempfile and diff ? 22:31:56 <glx> but squirrel export already does that 22:32:11 <peter1138> I mean they replace src/ai/ai_instance.cpp, to do it properly it needs to build from src/ai/ai_instance.cpp.in -> src/ai/ai_instance.cpp 22:32:23 <peter1138> Then src/ai/ai_instance.cpp can be removed from the repo. 22:32:29 <peter1138> I have that bit working, actually. 22:32:29 <glx> oh I see 22:32:50 <peter1138> But I'm not sure what a "blank" version of the file should actually contain, as it seems to rely on some of the autogenerated stuff already being there. 22:33:01 <glx> .sq are generated from nothing IIRC 22:33:14 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7104: Fix #5405: Determine the correct last and next destinations and then ensure these are within range of each other https://git.io/fhKGY 22:33:14 <peter1138> Yes, they are fine. 22:33:29 <peter1138> Just needs a README put in the directory because git can't store empty directories. 22:33:37 <peter1138> And the _controller one is a bit unique too. 22:33:43 *** oskari89 has joined #openttd 22:34:00 <glx> _controller is not generated 22:34:24 <glx> so it's the "README" ;) 22:39:52 <andythenorth> peter1138: https://dev.openttdcoop.org/attachments/download/9257/Horse%20Horsey%20Liveries.png 22:40:05 <andythenorth> sooooo good 22:40:14 <andythenorth> now imagine it with ctrl-click? :D 22:40:33 <LordAro> i am absolutely terrible at this game 22:40:45 <LordAro> took me 4 games to actually hit anyone 22:40:51 <andythenorth> what are you playing? 22:40:54 <LordAro> and that didn't cause damage 22:40:55 <LordAro> tanks 22:41:00 <andythenorth> blitz or war thunder? 22:41:20 <LordAro> world of 22:41:25 <andythenorth> oh that one 22:41:30 <andythenorth> I haven't 22:41:37 <andythenorth> PC only :P 22:41:41 <LordAro> ah lol 22:41:51 <andythenorth> WoT Blitz is multi-platform 22:41:53 <andythenorth> and shorter 22:41:57 <andythenorth> 7 min games 22:41:59 <glx> and fun 22:42:02 <LordAro> heh 22:42:11 <andythenorth> 'fun' 22:42:31 <glx> I tried world of warships 22:42:34 <andythenorth> BAD FEATURE: is there an action 2 var for 'current company colour' (byte) 22:42:35 <andythenorth> ?? 22:42:37 <glx> it's too slow 22:42:39 * andythenorth has evil ideas 22:43:22 *** Xaroth has joined #openttd 22:43:57 *** sim-al2 has joined #openttd 22:46:04 <supermop_work_> andythenorth: maybe 22:46:23 <supermop_work_> i recall something like that but may be misremembering 22:46:27 <peter1138> andythenorth, so it's working as you expected it? 22:46:34 <peter1138> Apart from the depot thing. 22:46:39 <andythenorth> peter1138: very 22:46:41 <nielsm> ah good, at least someone has read it! https://developercommunity.visualstudio.com/idea/433955/support-doxygen-style-suffix-comments.html 22:46:47 <andythenorth> I have....ideas :P 22:46:52 <andythenorth> but it's cool 22:47:36 <andythenorth> let's try it on RVs :) 22:48:21 <TrueBrain> lol @ nielsm :) I like the "it isn't a bug, so I am have a feature request" approach there :D 22:48:29 <TrueBrain> I am have? 22:48:40 <TrueBrain> well, time to drink more beer, I see 22:48:53 <nielsm> https://0x0.st/sCWU.png 22:48:58 <andythenorth> yeah ok so RVs works nicely 22:49:03 <nielsm> that thing is really annoying :) 22:49:11 <andythenorth> can give trucks a trailer colour to match route or cargo 22:50:03 <nielsm> seriously? https://0x0.st/sCW0.png 22:50:54 <nielsm> hmm wtf, it fails executing cscript 22:51:15 <nielsm> and two instances of: 22:51:16 <nielsm> C:\Program Files (x86)\Microsoft Visual Studio19\Preview\MSBuild\Current\Bin\Microsoft.Common.CurrentVersion.targets(2817,7): error MSB4057: The target "CreateManifestResourceNames" does not exist in the project. 22:51:31 *** HerzogDeXtEr has quit IRC 22:52:58 <glx> <nielsm> https://0x0.st/sCWU.png <-- intellisense fails at doxygen comments 22:53:15 <nielsm> glx yes, that's why I've not sent in a feature request for that 22:53:20 <nielsm> now* 22:53:57 <glx> I think it's been requested for visual studio code already 22:54:30 <glx> but the NULL one is weird 22:55:11 <glx> how can it fail to execute cscript ??? it's a windows tool 22:55:17 <nielsm> no clue 22:55:37 <nielsm> but it seems it was running the v141 toolset msbuild projects with the v142 toolset 22:55:39 <nielsm> I think 22:55:47 <nielsm> so now installing the v141 toolset... 22:55:56 <nielsm> and may have to make updated projects for v142 22:56:01 <peter1138> o_O 22:56:03 <nielsm> (vs2019) 22:58:22 <andythenorth> so how about...? 22:58:28 <andythenorth> 4 company colours? :) 22:58:32 <glx> it didn't suggest upgrade when opening vs141 solution ? 22:58:43 <andythenorth> there are some purples we could sacrifice, especially if it was flagged :P 22:58:45 <peter1138> andythenorth... no. 22:58:52 <nielsm> nope, it just loads it and shows (Visual Studio 2017) after every project name 22:58:56 <peter1138> You could do it with 32bpp, I suppose. 22:59:27 <andythenorth> no red wagons for my grey engine? :) 22:59:59 * andythenorth was trying to avoid suggesting 'wagon' and 'engine' options 23:00:05 <andythenorth> cos it's probably a generic UI 23:01:46 <nielsm> uhh.... https://0x0.st/sCWk.txt 23:01:47 <nielsm> wow 23:01:56 <nielsm> that's not something I will try to fix tonight 23:03:33 <nielsm> good night... 23:03:39 <andythenorth> bye :) 23:07:17 <glx> nice it doesnt find the compiler 23:07:55 <Samu> hmm just got a non-conflict that should conflict 23:08:39 <Samu> im using v->dest_tile yet, but since it's added code, the conflict detector doesn't detect 23:08:47 <Samu> :( 23:09:10 <glx> conflict only happen when changes are at the same place 23:09:31 <LordAro> git doesn't care about the correctness of your code 23:09:35 *** andythenorth has left #openttd 23:09:37 <glx> same as applying a patch file 23:11:34 *** nielsm has quit IRC 23:11:36 <Samu> it was correct before the ship cache patch though 23:12:22 <peter1138> https://github.com/OpenTTD/OpenTTD/issues/7098 23:12:36 <peter1138> ^ any objection to me just inverting the test on L316? 23:13:05 <peter1138> I dunno about the operation of the algorithm, but it doesn't make any sense as is, at least. 23:14:10 <peter1138> @seen adf88 23:14:10 <DorpsGek> peter1138: adf88 was last seen in #openttd 1 year, 19 weeks, 4 days, 7 hours, and 16 seconds ago: <adf88> classic Windows keyboard is nicer :p http://stevenharman.net/images/posts/ctrl-alt-del.gif 23:14:14 <peter1138> Bit of an issue :/ 23:15:41 <LordAro> peter1138: if it works, no 23:15:44 <LordAro> no issue 23:16:05 <LordAro> odd that it doesn't cause any sort of issue on linux 23:16:11 <peter1138> Just luck. 23:16:15 <LordAro> mm 23:16:16 *** Thedarkb1-T60 has joined #openttd 23:16:28 <peter1138> No issues with MSVC except when compiled with debugging. 23:18:37 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7105: Fix #7098, #7061: Inverted test led to invalid iterator access. https://git.io/fhKnM 23:20:04 <Samu> i get the same crash message for... #7090 and #7091 23:20:29 <Samu> i believe it's the same message, it's on xtree at least 23:21:04 <peter1138> 7090/7091 don't mention anything about a crash. 23:21:20 <peter1138> So what are you talking about? 23:21:39 <Samu> I added a comment 23:21:47 <Samu> maybe you didn't see them yet 23:21:59 <Samu> only crashes on debug mode 23:22:09 *** Thedarkb-T60 has quit IRC 23:22:43 <peter1138> Well if you are using a version affected by 7098, then yes of course it will. 23:22:59 <Samu> no, it's independent from that 23:22:59 <peter1138> If you mean something else... 23:23:14 <Samu> crashes on visible list iterator 23:23:19 <Samu> in ai_gui 23:23:19 <peter1138> Then bloody explain it properly, and ONLY do it on github. 23:23:27 <Samu> :| ok 23:23:55 <glx> yeah the useful info should be on github, not in the chat 23:24:07 <glx> else it will be forgotten 23:24:20 <Samu> the comment is there since... yesterday 23:24:33 <peter1138> And? 23:24:34 <glx> the comment is not explicit 23:24:55 <peter1138> You didn't add the assertion message you received. 23:25:03 <glx> if you can add the crash message do it 23:25:06 <Samu> ok, gonna reproduce it 23:25:08 <Samu> brb 23:25:33 <peter1138> We are doing other things that checking your bug reports every couple of hours. 23:25:46 <peter1138> That's the point of using github, it stays there until it's dealt with. 23:28:52 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on issue #7091: Dropdown menu can set value to a parameter of a different AI https://git.io/fhKcu 23:30:32 <glx> ok now do it when running in MSVC ;) 23:31:15 <glx> runtime error window doesn't tell where the problem is 23:31:16 <peter1138> Agg, Fix #xxx, #xxx is not valid :/ 23:32:06 <glx> <keyword>( #<issue>| <commit>(, (<keyword> #<issue>|<commit>))*)?: ([<section])? <Details> 23:32:11 <glx> it should 23:32:20 <Samu> not entirely sure if it's line 549 or 550, but it's here https://github.com/OpenTTD/OpenTTD/blob/master/src/ai/ai_gui.cpp#L550 23:32:33 <glx> ah add another Fix 23:32:34 <peter1138> glx, I think it needs Fix #xxx, Fix #xxx: 23:33:28 <Samu> i'll copy call stack 23:33:29 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7105: Fix #7098, #7061: Inverted test led to invalid iterator access. https://git.io/fhKnM 23:33:47 <glx> where is the mark in the window ? 23:33:56 <glx> the mark indicates next line 23:34:28 <glx> ie the one where the exectution should go if the call doesn't fail 23:34:36 <Samu> the mark is at line 550 23:34:49 <glx> so error is at 549 23:34:53 <Samu> > openttd.exe!AISettingsWindow::OnDropdownSelect(int widget, int index) Line 550 C++ 23:35:10 <LordAro> peter1138: i feel like Fix: #nnn, #mmm should be valid 23:35:13 <glx> I mean the line in the code window 23:35:33 <Samu> ok, line 549 23:35:46 <glx> if you double click on the call stack there should be a little mark on the left 23:36:12 <glx> in front of the line following the error 23:36:40 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on issue #7091: Dropdown menu can set value to a parameter of a different AI https://git.io/fhKcF 23:37:21 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7087: Presignal doesn't work on long distance https://git.io/fhKcA 23:37:22 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7087: Presignal doesn't work on long distance https://git.io/fhVr4 23:37:25 <Samu> https://imgur.com/PPf78rN 23:37:27 <Samu> there 23:37:34 <peter1138> LordAro, I thought so too but it's not. 23:37:54 <glx> ok it++ fails 23:38:26 <Samu> it's iterating past the list 23:38:28 <glx> makes sense there's no checks at all 23:38:53 <peter1138> glx, yeah, it's basically already got invalid state at that point. 23:39:10 <peter1138> The context has changed underneath it. 23:39:13 <glx> indeed 23:39:19 <LordAro> Samu's doing good at finding loads of issues in the newgrf/ai config windows 23:40:03 <Samu> query box has a very similar crash, brb 23:40:08 <glx> you see Samu, even if we don't accept your PRs, your work is still useful 23:40:24 <Samu> gonna reproduce 23:42:34 <glx> the dropdown should be completly invalidated 23:43:08 *** fredcwbr-GO has joined #openttd 23:43:13 <Samu> ew there's some missing steps there 23:43:22 <Samu> forgot the step that starts aiai :p 23:43:34 <peter1138> Yeah, I think you can forget about the specifics of the crash. The issue is stuff is not invalidated properly. 23:43:41 <glx> "After clicking Accept, the list of settings change to the new AI, but the dropdown menu is still open" <-- that's the problem 23:43:56 <peter1138> Just closing the window would do. 23:45:29 *** qwebirc2701 has joined #openttd 23:45:51 *** qwebirc2701 has left #openttd 23:47:42 <peter1138> Heh, baseset metadata is kinda slow with MSVC, but meh, better than those incessant changes :p 23:48:28 <LordAro> it's not doing it every build, is it? 23:48:47 *** Flygon has joined #openttd 23:49:21 <glx> for #7090 when you do 'set ai_developer_tools off' I think the tools should be closed 23:49:40 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on issue #7090: Query box sets value to hidden parameters https://git.io/fhKCa 23:50:23 <Samu> i posted pr's to address them, take a look 23:50:55 <glx> yes same problem, the iterator is invalid 23:52:25 <Samu> my patch requests: #7092, #7093 23:52:29 *** Progman has quit IRC 23:52:55 <glx> they are automatically added to the issue ;) 23:54:10 <fredcwbr-GO> Howdy, I'm a newbie and have been playing OpenTTD 1.6 for a while now. It's great fun. And would like to kick it up a notch, so 23:54:10 <fredcwbr-GO> where would be the right channel to get guidance on questions about playing a specific type of game scenario ? More specifically, if there is some GRF or other stuff that could convert cargo to ISOCONTAINER , and direct them to a destination ., :::??? is that possible / existant in openttd ? 23:54:32 <fredcwbr-GO> Thanks in advance for any reply., 23:56:04 <glx> well there are newgrf displaying containers on trains for some cargo types 23:57:00 <Samu> I didn't add a PR to the newgrf issue because I hate newgrfs, kekeke j/k 23:58:01 <Samu> I actually didn't take a look at it 23:58:09 <glx> but I think the forums will be a better option for your question fredcwbr-GO 23:58:47 <fredcwbr-GO> Ok, .. Thank you very much., 23:59:05 <fredcwbr-GO> I'll look into them... some in particular? 23:59:36 <glx> https://www.tt-forums.net/ 23:59:57 <fredcwbr-GO> Thanks, have a nice evening.,