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00:01:16 <glx> https://github.com/OpenTTD/OpenTTD/blob/master/docs/Readme_Windows_MSVC.md 00:01:28 <glx> nobody updated the wiki I think 00:04:27 *** Thedarkb-T60 has quit IRC 00:05:15 <ST2> yeah, that looks like "lets change stuff" and wait to people modify wiki as things are noticed ^^ 00:05:48 <glx> as with any wiki I guess :) 00:05:48 <ST2> not complaining, because I appreciate the work you do :) 00:06:47 <ST2> true :D 00:07:09 <ST2> well, I'm still on the level of swearing with git stuff 00:07:10 <glx> at least the internal doc is up-to-date 00:07:44 <glx> for basic git stuff I just use github desktop 00:08:24 <ST2> with basics I can deal, which isn't bad for a SVN guy :D 00:08:31 <ST2> but I'll get there :D 00:08:34 <glx> but command line is often needed too, works very well in powershell 00:09:38 <ST2> noticed it, I managed it better when doing it from one of our servers (Debian) that on Windows (OS I use) 00:09:38 *** Thedarkb-T60 has joined #openttd 00:10:40 <glx> I like posh-git and the command completion 00:11:24 <glx> https://github.com/dahlbyk/posh-git 00:12:55 <ST2> I, personally, like to use my repos, clone stuff there and change as I want, push, etc (maybe a noob move, but I'll get there :D) - feels like the way to don't disturb anyone with my mess :D 00:13:44 <glx> well the usual way is fork, then clone your fork and work on branches 00:14:04 <ST2> at least managed the way with the plugins we use 00:14:35 <ST2> since are only 14 files, easier to manage :D 00:14:51 <ST2> so, my learning ground :D 00:15:04 <glx> I'm still learning :) 00:15:11 <Samu_> back 00:15:26 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] closed issue #6328: Try to preserve existing depot orders when demolishing / rebuilding a depot. https://git.io/fjfoH 00:15:30 <glx> but usually when I want to do something I ask google 00:15:44 <Samu_> peter1138, 7376 warrants backport requested tag imo 00:15:47 <ST2> the best friend google :D 00:16:17 <ST2> [00:15:03] <+glx> I'm still learning :) <<-- guess you didn't created the club... but I'm on it too :D 00:16:52 <ST2> glx: thx for all, sorry my words that looked angry 00:17:03 <ST2> sleep time for me, gn8 all :) 00:17:19 <Samu_> hi st2 00:17:43 <Samu_> oh, gn 00:17:44 <ST2> gn8 Samu_ :) 00:18:04 *** Samu_ is now known as Samu 00:18:16 <Samu> underscore sometimes appears for my name 00:19:38 <glx> Samu: happens when you reconnect before the previous connection timeout 00:43:30 *** Thedarkb-X40 has joined #openttd 00:50:24 *** Thedarkb-T60 has quit IRC 01:00:42 *** Thedarkb-X40 has quit IRC 01:28:49 *** Wormnest has joined #openttd 01:39:04 *** tycoondemon2 has quit IRC 01:50:59 *** chomwitt has quit IRC 01:55:58 *** Thedarkb-X40 has joined #openttd 01:56:43 *** Pikka has joined #openttd 02:01:10 *** Wormnest has quit IRC 02:15:09 *** Thedarkb-X40 has quit IRC 02:56:32 *** Pikka has quit IRC 03:08:51 *** D-HUND has joined #openttd 03:12:12 *** debdog has quit IRC 03:53:53 *** tokai has joined #openttd 03:53:53 *** ChanServ sets mode: +v tokai 03:57:22 *** Supercheese has joined #openttd 04:00:46 *** tokai|noir has quit IRC 04:01:56 *** Samu has quit IRC 05:07:32 *** glx has quit IRC 06:41:03 *** tycoondemon has joined #openttd 06:49:47 *** Supercheese has quit IRC 07:04:44 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7392: Fix #7391, 9b99b95: Don't invalidate go to depot orders of non-aircra… https://git.io/fjfP8 07:08:36 <DorpsGek_II> [OpenTTD/OpenTTD] Hexus-One opened pull request #7394: Added demolish tree tool https://git.io/fjfPR 07:20:19 *** gareppa has joined #openttd 07:22:04 *** gareppa has quit IRC 07:30:37 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN requested changes for pull request #7394: Add: Demolish tree tool https://git.io/fjfPo 07:45:47 *** andythenorth has joined #openttd 07:46:00 <peter1138> Hello 07:53:03 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN requested changes for pull request #7376: Fix: Enforce the max_no_competitors test before creating an AI company in multiplayer. https://git.io/fjfPS 07:53:58 *** Pikka has joined #openttd 08:18:54 <andythenorth> ohai 08:18:57 <andythenorth> pikka too 08:23:10 <LordAro> moin 08:27:03 <Pikka> boin 08:34:15 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7051: Feature: Moveable depots #6328 https://git.io/fjfXk 09:05:21 <planetmaker> moin 09:17:47 <peter1138> Hi 09:33:56 *** andythenorth has quit IRC 09:46:01 *** circ-user-3HYVs has quit IRC 09:55:07 <peter1138> Lotus biscuit dunking commences. 10:08:31 *** erratic has joined #openttd 10:20:05 *** andythenorth has joined #openttd 10:25:12 <peter1138> andythenorth I ran out of lotus biscuits :( 10:32:31 <DorpsGek_II> [OpenTTD/OpenTTD] Hexus-One commented on pull request #7394: Add: Demolish tree tool https://git.io/fjfMa 10:32:58 <DorpsGek_II> [OpenTTD/OpenTTD] Hexus-One commented on pull request #7394: Add: Demolish tree tool https://git.io/fjfMV 10:37:02 *** Wacko1976-work has joined #openttd 10:37:19 *** WWacko1976-work has quit IRC 10:55:50 <Pikka> wut 10:59:06 <DorpsGek_II> [OpenTTD/nml] PeterN requested changes for pull request #21: Eddi-nml branch for ActionC support https://git.io/fjfMF 10:59:21 *** k-man has quit IRC 10:59:27 <peter1138> pikkapikka 11:00:40 *** k-man has joined #openttd 11:04:30 *** k-man has joined #openttd 11:05:43 <DorpsGek_II> [OpenTTD/OpenTTD] Hexus-One commented on pull request #7394: Add: Demolish tree tool https://git.io/fjfMh 11:22:40 <DorpsGek_II> [OpenTTD/nml] planetmaker commented on pull request #24: Fix: Add missing parameter in industry and airport tiles in RandomAct… https://git.io/fjfDY 11:22:56 <DorpsGek_II> [OpenTTD/nml] planetmaker merged pull request #24: Fix: Add missing parameter in industry and airport tiles in RandomAct… https://git.io/fjvmS 11:27:39 <peter1138> I was going to merge that ;( 11:27:42 <peter1138> Hehe 11:27:56 <peter1138> Discovered the same when I duplicated for docks. 11:34:17 <DorpsGek_II> [OpenTTD/nml] planetmaker merged pull request #15: Industries: support 16 cargos in / 16 cargos out https://git.io/fhpBT 11:40:21 <planetmaker> hm... https://jenkins.openttdcoop.org/job/nml/459/console 11:40:28 <planetmaker> it doesn't fail locally, though. why? 11:46:10 <andythenorth> planetmaker: python 3.2 on jenkins? 11:46:25 * andythenorth guessing 11:46:45 <andythenorth> this needs 3.5 or so iirc 11:46:47 <LordAro> i don't think python's import logic has changed from 3.2... 11:47:20 <andythenorth> I recall I had to change my python version for nml, and I'm sure it was for 16-cargos patch 11:47:38 <andythenorth> did anyone mention that nml development is currently a tyre fire? :D 11:48:24 <andythenorth> yeah 16-cargos fails on python 3.4 11:48:45 <andythenorth> works on python 3.5 11:48:47 <planetmaker> he, that's a change of requirements... 11:49:01 <planetmaker> not that anyone but devzone uses <3.5 :P 11:49:48 <andythenorth> why is there a demolish tree tool now? 11:54:27 <peter1138> Why not? 11:56:58 <planetmaker> updating windows builds for python > 3.3 will prove quite a challange... 12:01:08 * planetmaker builds python 3.6.8 12:01:35 <peter1138> Oh dear. 12:05:46 <planetmaker> that actually went smoothly and quickly 12:18:46 <peter1138> Hmm... 12:18:55 <peter1138> Vehicles can be built up out of layers now, right? 12:19:29 <peter1138> If so, does/could each part have its own bounding box? 12:19:43 <DorpsGek_II> [OpenTTD/OpenTTD] ldpl commented on pull request #7394: Add: Demolish tree tool https://git.io/fjfyk 12:20:16 <peter1138> _dp_, what is "trunc" :/ 12:20:40 <peter1138> I don't even refer to anything as trunk now, that was an svn convention. 12:20:59 <peter1138> git's equivalent is master of course. 12:22:14 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7394: Add: Demolish tree tool https://git.io/fjfyt 12:23:08 <_dp_> peter1138, trunc, master, whatever :p 12:27:07 <peter1138> :-) 12:27:13 <peter1138> But it's trunk, not trunc. 12:27:52 <_dp_> oh 12:27:56 <_dp_> fixed :) 12:29:47 <_dp_> after that pr I'm thinking of instead making some sort of checkbox-like thing for existing demolish tool to select what it can destroy 12:29:57 <_dp_> probably not useful for anything but trees tho 12:31:56 <peter1138> I was thinking "destroy only company-owned-land" might be useful. 12:32:09 <_dp_> peter1138, yeah, that's not bad too 12:32:51 <peter1138> Like when you're on a server, busy trolling someone, and then wnat to remove all your own stuff in that area quickly ;) 12:33:13 <planetmaker> suggestion: removal tool with filter 12:33:19 <planetmaker> select what stuff you want to destroy 12:33:29 <planetmaker> would be nice for road or rail types, too 12:34:01 <planetmaker> default: remove all. shift+click remove = open filter window 12:34:06 <planetmaker> or similar 12:34:20 <_dp_> planetmaker, shift-click is cost estimation :p 12:34:23 * planetmaker feels reminded of factorios blueprints and deconstruction planners 12:34:40 <planetmaker> add missing ' 12:34:53 <planetmaker> ctrl+click then. whatever is free :) 12:35:07 <_dp_> btw, using shift for that is a waste of modified imo 12:35:41 <_dp_> estimation could be ctrl-alt-shif-win-click for all I care 12:35:49 <peter1138> Cost estimation for opening a window? :p 12:36:10 <peter1138> One modifier is used for selecting between orthogonal and diagonal already, of course. 12:37:01 <peter1138> "And what the difference between this tool and "Full invisible" oprion for trees?" 12:37:08 <peter1138> Uh... haha 12:37:38 <_dp_> peter1138, making them invisible won't improve authority rating :p 12:37:48 <peter1138> Neither will destroying them :-) 12:37:52 <peter1138> Is it lunch time yet? 12:38:03 <_dp_> peter1138, well, you obviously destroy them to plant again :p 12:38:11 <planetmaker> lunch time is over 12:38:17 <planetmaker> :P 12:38:21 <peter1138> Shit. I've not started my salad yet. 12:47:38 *** Flygon has quit IRC 12:48:01 <planetmaker> call it tea break 12:48:53 *** Eddi|zuHause has quit IRC 12:48:54 *** Eddi|zuHause2 has joined #openttd 12:50:39 *** Eddi|zuHause2 is now known as Eddi|zuHause 13:02:13 <DorpsGek_II> [OpenTTD/OpenTTD] ShimmerFairy commented on issue #7249: The currently selected base graphics set is missing 4 sprites. This is despite having the latest OpenGFX 0.5.2. https://git.io/fjfyQ 13:04:45 <LordAro> maybe we should just keep that issue open until its resolved 13:07:14 <andythenorth> if only we had a tool for removing station tiles 13:07:20 <peter1138> Weren't they already added? 13:07:21 <andythenorth> instead of bulldozing the whole thing 13:07:25 <andythenorth> yes they were 13:07:35 <peter1138> Were the offset/size bugs fixed? 13:07:52 <peter1138> And was a new release made? 13:19:32 <planetmaker> sprites were added. Though one sprite is still missing. Release has not yet been made 13:41:18 *** Pikka has quit IRC 14:00:39 <peter1138> planetmaker, ah, it's not fixed, nor reported properly :( 14:00:54 <peter1138> 2 of the sprites have the wrong dimensions, they should all be 20, 20. 14:00:58 <peter1138> https://dev.openttdcoop.org/projects/opengfx/repository/revisions/6f74041189f2/diff/sprites/extra/extra-openttd-gui.pnml 14:01:37 <peter1138> No sprite is missing, the index given is wrong. 14:05:02 <peter1138> Ah, yes, and r1070 is the wrong build. 14:09:24 <peter1138> planetmaker, https://www.tt-forums.net/viewtopic.php?p=1219276#p1219276 14:09:30 <peter1138> There's a patch for it there ^ 14:13:27 *** erratic has quit IRC 14:19:11 *** Wormnest has joined #openttd 14:23:25 <planetmaker> indeed 14:27:43 *** gareppa has joined #openttd 14:28:49 *** Samu has joined #openttd 14:40:27 <Samu> peter1138, hi 14:42:21 *** nielsm has joined #openttd 14:42:24 <peter1138> Yes? 14:43:13 <Samu> there are currently some places in the code where you start an ai company disregarding the max_no_competitors 14:43:22 <Samu> like reload ai 14:43:27 <Samu> startai console command 14:47:49 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7376: Fix: Enforce the max_no_competitors test before creating an AI company in multiplayer. https://git.io/fjfHP 14:47:50 <peter1138> Yes, but why? 14:48:39 <Samu> because that's how it works 14:48:49 <Samu> hehe 14:48:50 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7376: Fix: Enforce the max_no_competitors test before creating an AI company in multiplayer. https://git.io/fjfHX 14:49:05 <DorpsGek_II> [OpenTTD/OpenTTD] Hexus-One updated pull request #7394: Add: Demolish tree tool https://git.io/fjfPR 14:51:00 <DorpsGek_II> [OpenTTD/OpenTTD] Hexus-One commented on pull request #7394: Add: Demolish tree tool https://git.io/fjfHD 14:52:55 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7394: Add: Demolish tree tool https://git.io/fjfHS 14:57:14 <DorpsGek_II> [OpenTTD/OpenTTD] Hexus-One commented on pull request #7394: Add: Demolish tree tool https://git.io/fjfH7 14:57:56 <peter1138> _dp_, I'm just going to give up. 14:58:05 <peter1138> _dp_, please help the guy out here :p 14:58:31 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7376: Fix: Enforce the max_no_competitors test before creating an AI company in multiplayer. https://git.io/fjfHd 15:02:19 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7394: Add: Demolish tree tool https://git.io/fjfQe 15:05:48 *** gareppa has quit IRC 15:11:15 *** HerzogDeXtEr has joined #openttd 15:24:56 <Samu> need to add more checks 15:30:12 <Samu> actually I can't 15:30:47 <Samu> if (_networking && Company::GetNumItems() >= _settings_client.network.max_companies) 15:30:57 <Samu> _settings_client is the problem 15:32:37 <Samu> there may be more companies than that specified in network.max_companies 15:33:28 *** Wacko1976-work has quit IRC 15:36:12 <_dp_> peter1138, well, I guess I'll try xD 15:38:45 <Samu> gonna use p2 again, I suppose 15:39:06 <Samu> unless there's another way 15:53:18 <Samu> uint8 network_max_companies = GB(p2, 1, 4); 15:53:18 <Samu> if (_networking && Company::GetNumItems() >= network_max_companies) return CMD_ERROR; 15:53:23 <Samu> hacks! 15:54:13 <Samu> wondering if this will work for non-server 15:54:18 <Samu> i hope it does 15:55:24 *** sla_ro|master has joined #openttd 15:55:25 <Samu> * - bits 1..4: Server-side value of network.max_companies (with CCA_NEW_AI) 16:04:43 <DorpsGek_II> [OpenTTD/OpenTTD] ldpl commented on pull request #7394: Add: Demolish tree tool https://git.io/fjf7B 16:07:06 <peter1138> Samu, why? 16:08:15 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: Fix: Enforce the max_no_competitors test before creating an AI company in multiplayer. https://git.io/fjvY8 16:08:52 <Samu> untested this new addition 16:09:03 <Samu> im not sure how to test it 16:09:07 <peter1138> Samu, that is wrong. 16:09:13 <Samu> :( 16:09:43 <peter1138> MaybeStartNewCompany is only called by the server, correct? 16:09:55 <Eddi|zuHause> so... how about when you press the demolish (dynamite) button, it pops up a GUI where you can filter which type of stuff to remove? so you can set "trees only", "tram rails only", "my property only" and stuff like that? 16:10:26 <Samu> yes, but it's queued 16:10:44 <Samu> it could be delayed a tick sometime 16:10:54 <planetmaker> Eddi|zuHause, like... <planetmaker> suggestion: removal tool with filter 16:11:19 <peter1138> Samu, but max_companies wouldn't change. 16:11:44 <Samu> but GetNumItems may not be up to date 16:11:49 <Samu> that is the problem 16:12:32 <peter1138> Huh? 16:12:44 <peter1138> But you call GetNumItems anyway 16:13:52 <Samu> it's all due to delaying one more tick 16:14:09 *** Alberth has joined #openttd 16:14:09 *** ChanServ sets mode: +o Alberth 16:14:10 <Samu> commands_per_frame or something like that is the culprit 16:14:15 <peter1138> Delaying by one tick means the server can't verify its data? 16:14:23 <Alberth> o/ 16:14:28 <planetmaker> \o 16:14:51 <_dp_> another option would be to make removal mode of each tool accept rectancles somehow. 16:14:52 <Samu> it delays one tick, but sometimes it can be delayed two ticks 16:15:01 <_dp_> there is no removal mode for trees atm ofc but can be done 16:15:04 <peter1138> Samu, I'm pretty sure that's irrelevant. 16:15:14 <Samu> when its delayed two ticks, GetNumItems will get outdated 16:15:47 <planetmaker> _dp_, yes... generally accepting a rectangle. And allowing to choose what to remove (default=everything) 16:15:54 <Samu> so when the queue is actually executed, do the test there instead 16:16:10 <peter1138> Samu, err... I'm not saying don't move the test. 16:16:27 <_dp_> planetmaker, no, that's different, you talk about adding filter to dynamite tool 16:16:36 <planetmaker> well, yes. 16:16:39 <Eddi|zuHause> _dp_: i'd rather merge the removal tool into the demolish tool 16:16:41 <peter1138> Samu, but the test only needs to be executed on the server (or in single player) as clients don't (shouldn't?) be sending this command. Maybe I've got the wrong information there. 16:16:53 <planetmaker> having both actually makes sense 16:17:05 <_dp_> planetmaker, and I think of adding rectangles to remove mode of tools like rail removal (that you click bulldozer icon while having rail tool) 16:17:08 <planetmaker> 'r' for removal with each type to quickly remove only that. Accepting rects 16:17:08 <peter1138> Samu, if the command returns CMD_ERROR when the server tests it, it won't be forwarded to the clients. 16:17:09 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7394: Add: Demolish tree tool https://git.io/fjf7o 16:17:30 <peter1138> Samu, if the command is successful on the server, then the clients wouldn't be needing to set max_ccompanies. 16:17:34 <planetmaker> and having the option to choose what to remove (checkboxes like visibility window) for bomb tool 16:17:47 <_dp_> though there is a bit of issue accepting rects for rail removal as it's already using drag-n-drop 16:17:50 <planetmaker> but... that means the PR as-is would be acceptable. And we just want more 16:18:01 <planetmaker> hm 16:18:08 <planetmaker> and road, too 16:18:12 <peter1138> No, the PR as is is totally crap :p 16:18:19 <_dp_> ^^ 16:18:21 <Eddi|zuHause> planetmaker: the PR seems in no state of beeing acceptable. more like needing a complete rewrite anyway :p 16:18:39 <planetmaker> the idea... i didn't read the code yet :P 16:18:45 <peter1138> planetmaker, the guy seems to be obsessed with making a patch that is compatible with unpatched servers. 16:18:51 <peter1138> Which is pretty damn pointless for a PR. 16:19:22 <planetmaker> well... such patches can be handy... but ... why would you want to mass-remove trees? 16:19:37 <planetmaker> I can mass-plant them. And that gives me benefit 16:19:51 <peter1138> Who knows? I was only focusing on the implementation. 16:19:52 <Eddi|zuHause> planetmaker: only reason i can imagine is the plant/destroy exploit for town rating 16:20:07 <Eddi|zuHause> which imho should be fixed... 16:20:14 <planetmaker> nah :) 16:20:23 <peter1138> Eddi|zuHause, probably , yes :-) 16:20:37 <planetmaker> nice trick to get on the good side of towns :P 16:20:46 <peter1138> Eddi|zuHause, will you be updating your PRs at some point? Conflicts, etc... 16:21:08 <peter1138> planetmaker, okay, so you know it. THAT is why this PR exists. 16:21:53 <peter1138> Hmm, fix it by allow rating to go negative? :p 16:21:59 <_dp_> would be easier to just make 100% bribes for free :p 16:22:28 <peter1138> And this is where "it's a client patch for unpatched servers come in" 16:22:32 <Eddi|zuHause> i'd fix it by not allowing to demolish trees if rating is below a threshold 16:22:34 <peter1138> It's kind of a cheat. 16:22:48 <peter1138> Eddi|zuHause, hmm 16:22:58 <peter1138> Eddi|zuHause, PR :) 16:23:13 <_dp_> plz don't make broken authorities even more broken :p 16:23:17 <Eddi|zuHause> where the discussion would be open on whether that threshold would be lower or higher than for building stations, demolishing houses, etc. 16:24:08 <Eddi|zuHause> _dp_: on a separate but related discussion, the permissive difficulty option should probably be more permissive 16:24:34 <_dp_> Eddi|zuHause, yeah, just an option to disable it completely 16:24:35 <planetmaker> what actually is needed is a cheat setting which allows to ignore local authority when building stations 16:24:57 <_dp_> magic bulldozer works perfectly for that but it's not something normal servers can use 16:25:03 <Eddi|zuHause> the whole town authority feature needs a complete rebalance 16:25:27 <_dp_> planetmaker, yeah, that'll work too 16:25:30 <Eddi|zuHause> maybe also incorporate the currently very separate noise limit 16:25:39 <_dp_> basically, split magic bulldozer into separate cheats 16:25:52 <Eddi|zuHause> yeah, the magic bulldozer is too broad in scope 16:26:19 <planetmaker> I think it's a setting you cannot even enable via rcon. Not sure anymore though 16:26:49 <Eddi|zuHause> you can't enable cheats in multiplayer 16:27:08 <Eddi|zuHause> cheat must be enabled in single player and then loaded as savegame 16:27:56 <_dp_> just make cheats into regular settings :p 16:28:10 <_dp_> why do they even exist as a separate entity? 16:28:14 <planetmaker> well, yes. Except to trigger the "cheated" indicator 16:28:25 <planetmaker> historical raisins 16:28:39 <peter1138> Disable local authority would be good for sandbox games. 16:28:44 <planetmaker> that's also why we have game options and settings. Which also is somewhat stupid 16:29:21 <peter1138> It should be possible to have settings that trigger cheat flags. 16:29:37 <planetmaker> yep. That's no principle issue, I guess 16:29:43 <peter1138> But actually, who even cares about cheats? 16:29:52 <Eddi|zuHause> lots of people, i think :) 16:29:52 <planetmaker> Actually the cheats are already in the settings meanwhile... I think 16:29:53 <peter1138> Who ever looks at the highscores? 16:29:55 <_dp_> planetmaker, game options is just a different gui so it's kinda ok 16:30:08 <planetmaker> _dp_, exactly. and the question is: why? 16:30:18 <Eddi|zuHause> there's still a psychological barrier when you call something a cheat 16:30:20 <peter1138> (I'm guessing not many, because the highscore screen is broken with 2x gui zoom) 16:30:30 <planetmaker> what makes "drive on right-hand-side" different from "amount of industries" 16:30:44 <peter1138> planetmaker, that particular one should not be there, agreed 16:30:49 <peter1138> but the others are fine. Resolution, etc. 16:30:53 <peter1138> resolution language... 16:30:54 <Eddi|zuHause> the highscore system has always been "broken" (in the andythenorth sense) 16:31:12 <_dp_> planetmaker, its good to have at least one sane gui for settings xD 16:31:40 <planetmaker> it wouldn't hurt to have UI-tab and add the options there where appropriate 16:31:49 <peter1138> I dislike that the settings gui, even on experted superadvanced mode, doesn't actually list all settings. 16:31:57 <Eddi|zuHause> we had a tabbed setting window once 16:32:01 <peter1138> So implement tabs. 16:32:04 <Eddi|zuHause> and then tree views were all the rage 16:32:09 <Eddi|zuHause> so the tabs were removed 16:32:15 <peter1138> Top level trees can be tabs easily. 16:32:28 <peter1138> Eddi|zuHause, tabs were removed because the UI didn't handle dynamic stuff. 16:32:35 <peter1138> I'm pretty sure our UI can do that now. 16:32:51 <planetmaker> tab or tree... I don't mind so much 16:33:02 <planetmaker> tabs indeed were a hell of an UI code 16:33:09 <peter1138> Tabs would be much better for UI. 16:33:14 <Eddi|zuHause> make it a game setting to prefer tabs or trees :p 16:33:29 <Samu> back 16:33:40 <planetmaker> then newgrfs would be another tab 16:33:43 <planetmaker> ai yet another 16:33:47 <planetmaker> and gs a 3rd 16:34:03 <peter1138> Maybe, but those are totally different UIs. 16:34:14 <planetmaker> yes. Which is... strange 16:34:20 <peter1138> What? 16:34:27 <Eddi|zuHause> that would maybe declutter the main menu? 16:34:31 <planetmaker> when configuring a new map / game, you have to go through like 5 different GUIs 16:34:34 <planetmaker> which are all not related 16:34:38 <Samu> from my observations, 1st tick: ontick_companies sends a command to start a new company that is queued, delayed one tick. 16:34:50 <Samu> 2nd tick happens: execute network commands 16:34:56 <peter1138> Yes, but things like newgrf config can't really be expressed in the same format as advanced settings. 16:35:01 <Samu> start a new company is re-checked again 16:35:03 <Eddi|zuHause> the new game window also needs a rework 16:35:05 <planetmaker> options, ai, newgrf, settings. and then the actual newgame 16:35:08 <Samu> and then it is started on every client 16:35:18 <Eddi|zuHause> to not hide the relevant settings 16:35:29 <Samu> still on the 2nd tick: ontick_companies sends another command to start a new company, also queued 16:35:29 <Eddi|zuHause> but also not be overloaded 16:35:31 <planetmaker> peter1138, no, not the same format. the newgrf window is good as-is 16:35:53 <Samu> it is sent to the queue again 16:35:54 <planetmaker> the ai / script window is not bad either (but looks less nice compared to newgrf imho) 16:35:58 <peter1138> 16:34 <@peter1138> Maybe, but those are totally different UIs. 16:35:59 <peter1138> 16:34 < planetmaker> yes. Which is... strange 16:36:09 <Samu> on the 3rd tick: executing network commands decides that this command needs yet another tick 16:36:09 <peter1138> planetmaker, they HAVE to be different UIs. It's not strange. 16:36:09 <Eddi|zuHause> peter1138: i think what maybe works, if the current newgrf window was made into a tab of the settings window (keeping the current layout) 16:36:32 <Samu> and still on the 3rd tick, ontick_companies sends yet another command to start a new company 16:36:44 <Samu> but this time, GetNumCompany Items is "outdated" 16:36:46 <planetmaker> I think it would need a "create new map" button on main screen. And then the rest follows. Possibly as tabs 16:36:52 <peter1138> Eddi|zuHause, yes, that could work, but it's still a different UI. 16:37:00 <planetmaker> And it wouldn't hurt to simply use the available screen real-estate 16:37:00 <peter1138> Maybe planetmaker thought I meant "window" instead of UI./ 16:37:20 <peter1138> I like the face you get the 4 terrain options on the main screen for no reason :p 16:37:23 <peter1138> *fact 16:37:31 <planetmaker> they all have a totally different look&feel. That's what I meant with 'strange' 16:37:32 <Samu> the test mode before it's queued will say: "yes, you can start a company" 16:37:43 <Samu> so the command doesn't get an error, and it's queued 16:38:00 <Eddi|zuHause> peter1138: they have a use, if you know the Ctrl+Click kickstart feature :p 16:38:13 <Samu> on the 4th tick, the command that was queued on the 2nd tick is finally executed 16:38:20 <peter1138> Samu, so none of your changes will work. 16:38:32 <peter1138> Eddi|zuHause, ... 16:38:35 <peter1138> Eddi|zuHause, ... ... .. 16:38:36 <peter1138> I didn't. 16:38:39 <Eddi|zuHause> (the default assumption should be, that practically nobody knows any ctrl+click feature) 16:38:39 <Samu> it will 16:38:40 <planetmaker> :-O? 16:38:59 <Samu> the execution will do the test again, it will have to pass my added checkings 16:39:00 <planetmaker> it's handy for the quick-start. Re-using existing settings 16:39:19 <planetmaker> but... arguably it can be re-arranged to something more meaningful 16:39:20 <Samu> and it will fail there 16:39:25 <Samu> if it has to fail of course 16:39:36 <planetmaker> Like configurable config-shortcuts for new games 16:39:51 <Eddi|zuHause> we had a discussion about the buttons last time we redesigned the main menu, and the decision was to keep them because they look nice 16:40:03 <planetmaker> yep 16:40:07 <planetmaker> it looks bland without them 16:41:27 <peter1138> Samu, ah, of course, so it's ... test -> queue -> send to all clients -> exec (local and clients) 16:41:40 <Samu> yes 16:42:06 <peter1138> And max_companies is not synced from server to client, I presume. 16:42:21 <Samu> it's _settings_client, so i assumed that 16:52:05 <peter1138> Ok. Then carry on, send it in p2. 16:53:38 <peter1138> It's dirty, so will need an explanation ("server's max_companies is not synced to clients, so must be explicitly provided" or something) 16:55:58 <Samu> erm, yes, that too, but main issue is GetNumItems() not being in sync 16:56:16 <peter1138> It will be in sync in the EXEC call, won't it? 16:56:19 <peter1138> DC_EXEC 16:56:20 <Samu> yes 16:56:25 <peter1138> Hmm. 16:56:37 <peter1138> So ...? 16:57:18 <Samu> getnum items and num of AIs too 16:57:47 <Samu> server's max_companies is only there because 16:57:53 <Samu> it's a client setting 16:58:22 <Samu> must exec the command as it was set in the server 16:58:23 *** synchris has joined #openttd 16:58:30 <Samu> not as it's set in the client 16:58:45 <peter1138> What? 16:58:49 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ 16:58:49 <peter1138> Which setting? 16:59:00 <Samu> _settings_client.network.max_companies 16:59:04 <peter1138> Yes. 16:59:15 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7051: Feature: Moveable depots #6328 https://git.io/fhnug 16:59:22 <Samu> _settings_game.difficulty.max_no_competitors 16:59:23 <peter1138> But you send it in p2 so that's not important any more. 16:59:28 <Eddi|zuHause> should i have typed "make" before push? 16:59:36 <Samu> this one is a game setting, so it's already synced, isn't it? 16:59:46 <peter1138> Samu, are you doing that thing where you aren't actually reading everything I write? 16:59:53 <Samu> I'm reading 16:59:59 <peter1138> Eddi|zuHause, make regression in git-hooks push 17:00:31 <_dp_> there is _network_server_max_companies btw 17:00:39 <_dp_> why is in in client settings though? 17:00:50 <peter1138> because it's not a game setting. apparently. 17:01:37 <Eddi|zuHause> huh... it commited weird stuff... 17:02:01 <Eddi|zuHause> ah, i forgot a conflict 17:03:49 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7051: Feature: Moveable depots #6328 https://git.io/fhnug 17:04:35 <Eddi|zuHause> ok... now this one is weird... 17:05:37 <Samu> Company::GetNumItems() in exec mode may not match the value it was in test mode before queue 17:05:47 <_dp_> peter1138, I guess nobody bothered separating NetworkSettings into server-only and common ones 17:06:02 <Eddi|zuHause> ok, i think i failed on that conflict 17:06:21 <Eddi|zuHause> need to redo that 17:06:50 <Samu> line 598 versus line 880 17:07:51 <Samu> that's not the value I'm passing around in p2 17:08:07 <Samu> is it confusing? 17:12:56 <Samu> execution order: 1st tick: test command, queue command 17:13:35 <Samu> 2nd tick: decide whether to execute queued commands or delay execution by another tick. 17:14:04 <Eddi|zuHause> so... the "show signs" part needs rewriting with the kdtree stuff 17:14:11 <Samu> then the cycle repeats 17:15:29 <Samu> GetNumItems() on test is 0, GetNumItems() on execute queued command is 0, company then is created and becomes 1 17:15:41 <Samu> next cycle: GetNumItems() on test is 1 17:16:51 <Samu> assuming the command was delayed 17:17:12 <Samu> GetNumItems() remains 1 before the next cycle starts 17:18:36 <Samu> if max_companies was set to 2, then GetNumItems(), 1 <= 2 would pass, and gets queued 17:18:48 <Samu> or actually 1 >= 2 17:18:56 <Samu> or whatever, im bad with booleans 17:19:21 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7051: Feature: Moveable depots #6328 https://git.io/fjf5i 17:19:52 <Eddi|zuHause> i don't think i'll be doing this... 17:24:18 <Samu> adding a comment to line 610 17:24:26 <Samu> server's max_companies is not synced to clients, so must be explicitly provided 17:24:51 <Samu> even though that's not the main issue at hand 17:32:09 <Samu> /* In a network, during execution of network commands, the number of companies 17:32:09 <Samu> * may not be the same as they were before the command was first queued. */ 17:32:11 <Samu> good english? 17:32:18 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7051: Feature: Moveable depots #6328 https://git.io/fhnug 17:32:26 <Samu> probably repetitive 17:32:42 *** Gustavo6046 has quit IRC 17:32:55 <Eddi|zuHause> it should compile now, but it probably should be rewritten to use the kdtree 17:33:27 <Eddi|zuHause> ... and i'm definitely the wrong person for that 17:35:55 *** glx has joined #openttd 17:35:56 *** ChanServ sets mode: +v glx 17:43:51 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: Fix 001257d: Enforce the max_no_competitors and network.max_companies test before creating an AI company in multiplayer. https://git.io/fjvY8 17:49:40 <Samu> erm, a comment still needs edit 17:53:55 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: Fix 001257d: Enforce the max_no_competitors and network.max_companies test before creating an AI company in multiplayer. https://git.io/fjvY8 17:54:48 <Samu> alright, you may review no 17:54:50 <Samu> w 17:57:46 *** Gustavo6046 has joined #openttd 17:58:34 <peter1138> Oh. Damn. Tooltip bug :/ 17:58:41 <andythenorth> oof 18:02:48 <peter1138> Think I've got it :) 18:06:24 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7395: Fix 4da83d2f66: Remove measurement tooltips when completed. https://git.io/fjfdz 18:11:36 <Eddi|zuHause> did the CI not trigger? 18:11:51 <Eddi|zuHause> (on my last push) 18:12:45 *** Thedarkb-T60 has joined #openttd 18:15:03 <peter1138> Same error 18:15:16 <peter1138> Unable to retrieve file content for path /azure-pipelines-ci.yml from repository self using ref refs/heads/master and commit c1cf5e4d129c59609d9e03975e6252a3d9d69583: Internal Server Error 18:15:20 <peter1138> Oops, that was in the wrong window :-) 18:17:36 <peter1138> (This is the correct window) 18:20:06 *** gelignite has joined #openttd 18:21:52 <glx> I don't get where this commit ID comes from 18:22:49 *** Progman has joined #openttd 18:23:51 <peter1138> Eddi|zuHause, I've queued yours. 18:24:46 <peter1138> glx, yeah, it's not my repo. 18:25:40 <peter1138> ... 18:25:42 <peter1138> not *in* my repo./ 18:32:58 <peter1138> What's more intuitive for a colour picker, RGB, HSL or HSV? 18:33:13 *** andythenorth has quit IRC 18:33:21 <glx> requeued SDL2 PR too as it failed for the same reason 18:35:12 <nnyby> thx. wish i could reproduce this problem that stormcone is having with that branch.. -_- 18:45:21 <TrueBrain> "Internal Server Error" <- seems GitHub is having a hard day again :D 18:49:15 <planetmaker> how do I trigger 7395? 18:50:04 <peter1138> queue "refs/pull/7395/head". I already did it though. 18:50:20 <planetmaker> I meant the error it fixes 18:50:23 <planetmaker> :) 18:50:28 <peter1138> Oh. lol. 18:50:45 <peter1138> Um, enable measurement tooltips, build something (bridge, road, etc) 18:50:58 <peter1138> The tooltip will not be removed. 18:51:17 <planetmaker> hm... how / where do I enable that? :D settings? 18:51:21 <peter1138> Should've been simple for me to test but I was too focused on the cancel case. 18:51:30 <peter1138> Advanced Expert Settings most likely. 18:51:38 <glx> if you're lucky it's available in GUI 18:51:38 <peter1138> (Too many settings are expert, imho) 18:53:53 <planetmaker> it is in settings, yes (show a measurement tooltip when using various buidl-tools). And enabled... and 18:54:02 <planetmaker> ... it doesn't remain for me 18:55:00 <glx> maybe depends on tooltip settings, click or hover 18:56:12 <peter1138> Possibly. 18:56:21 <planetmaker> I've right-click 18:56:49 <peter1138> Which tooL? :D 18:57:02 <planetmaker> right-click for tooltips :P 18:57:07 <peter1138> Err? 18:57:32 <peter1138> It's the measurement tooltip that sticks, not the tooltip in settings :p 18:57:46 <planetmaker> the size of e.g. the dragged area, yes? 18:57:51 <planetmaker> *size indicator 18:57:53 <peter1138> Yup 18:58:16 <planetmaker> cannot reproduce 18:58:29 <peter1138> So which tool? 18:58:37 <planetmaker> rail, road, station, level land 18:58:54 <planetmaker> bridge 18:59:04 <peter1138> What revision are you testing? 18:59:25 <planetmaker> I've a beta3 here currently... 18:59:37 <peter1138> o_O 19:00:00 <peter1138> So this PR fixes an issue introduced in 4da83d2f66 19:00:08 <planetmaker> oh, that's later :P 19:00:10 <peter1138> Which was committed to master... yesterday. 19:00:16 <planetmaker> ha! sorry 19:01:25 *** andythenorth has joined #openttd 19:01:33 <andythenorth> peter1138: crayons! 19:01:54 <andythenorth> https://tcn.tidbits.com/wp-content/uploads/2017/09/Color-Picker-all-pickers-1024x335.jpg 19:02:52 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker approved pull request #7395: Fix 4da83d2f66: Remove measurement tooltips when completed. https://git.io/fjfFu 19:03:25 <planetmaker> how surprisingly, I can repro it with the right versions :P 19:03:26 <andythenorth> planetmaker: so we need to do the 16-cargo nml docs 19:05:13 <planetmaker> please, yes. However that commit disabled any fast possibility for nmlc windows binaries in its requirement for py3.5 19:05:29 <planetmaker> unless I get py3.6 installed in wine which... is an interesting endeavour 19:05:47 <planetmaker> so I shall focus on that 19:05:50 <andythenorth> do we need windows binaries? 19:06:03 <planetmaker> you and me: no. if we want people to use it: probably 19:06:09 <andythenorth> so yes 19:06:12 <Eddi|zuHause> why do we even need wine for that?!? 19:06:15 <Eddi|zuHause> i never understood 19:06:28 <planetmaker> Eddi|zuHause, because I have no windows VM running to build it 19:06:56 <LordAro> planetmaker: clearly should use the existing OTTD Azure Pipelines infrastructure ;) 19:07:03 <planetmaker> and cross-compiling python code into a windows exe did not exactly work well, either 19:07:11 <planetmaker> LordAro, yes. Please! :P 19:07:12 *** Thedarkb-T60 has quit IRC 19:07:16 <LordAro> well, s/existing OTTD// s/infrastructure// 19:07:25 <LordAro> i imagine there's not a lot of overlap 19:07:55 <Eddi|zuHause> planetmaker: surely the python needs not actually be compiled, just take an existing windows binary and repacked?!? 19:08:16 <LordAro> Eddi|zuHause: depends on whether you want to make an executable 19:08:18 <planetmaker> surely that is all easy 19:08:23 <LordAro> and isn't there a compiled part as well? 19:08:35 <planetmaker> surpringly no-one did it differently 19:08:41 <planetmaker> yes, there are 19:09:20 *** synchris has quit IRC 19:09:50 <planetmaker> I more than a week in an attempt to cross-compile it on linux. Didn't work 19:10:33 *** synchris has joined #openttd 19:10:39 <planetmaker> cx_freeze is a ... mess :P 19:11:08 <LordAro> https://github.com/python/cpython/tree/master/.azure-pipelines maybe actual pthon might give a clue on how to do AP? 19:11:45 <LordAro> https://github.com/python/cpython/blob/master/PCbuild/build.bat hmm, maybe not 19:11:55 <LordAro> given that's all msbuild & VS projects stuff 19:12:17 <LordAro> https://docs.microsoft.com/en-us/azure/devops/pipelines/languages/python?view=azure-devops that's probably more useful 19:12:32 <planetmaker> that might all work. But I have to learn all that stuff. Basically from scratch. So yes, it likely works. Likely works even better. But not quickly when I am to implement it 19:12:57 <LordAro> somehow convince TB to do it for you :p 19:13:00 <LordAro> i'm sure he's not busy 19:13:08 <planetmaker> lol 19:14:13 <planetmaker> however yes, thank you. Indeed that *is* where I eventually want to go with nml building 19:14:44 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7395: Fix 4da83d2f66: Remove measurement tooltips when completed. https://git.io/fjfdz 19:15:18 *** frosch123 has joined #openttd 19:16:02 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7392: Fix #7391, 9b99b95: Don't invalidate go to depot orders of non-aircra… https://git.io/fjfwH 19:16:08 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro closed issue #7391: Invalidating wrong orders https://git.io/fjf2Q 19:17:07 *** Progman_ has joined #openttd 19:17:30 <planetmaker> quak :) 19:17:44 <frosch123> moo 19:23:32 *** Progman has quit IRC 19:23:45 <LordAro> RC2 this weekend? 19:24:14 <LordAro> planetmaker: mild poke about OGFX update 19:24:52 *** Progman__ has joined #openttd 19:24:59 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7385: Fix: NewGRF feature cleanup. https://git.io/fjfFH 19:25:00 *** Progman__ is now known as Progman 19:25:22 <planetmaker> LordAro, mild hint to check bananas and tt-f :P 19:25:30 <LordAro> :o 19:26:01 <LordAro> well ok then, i shall disregard :) 19:26:12 <peter1138> Did we get further with importing OpenGFX to github and making it officially supported? 19:26:43 <frosch123> LordAro: TrueBrain: https://www.openttd.org/downloads/opengfx-releases/latest.html <- i think that one is used by the installer, so it should also get 0.5.5 19:27:00 <planetmaker> peter1138, not yet. I'll need to convert the repo by hand. 19:27:07 <peter1138> :( 19:27:09 <planetmaker> github refuses to auto-import it 19:27:26 <peter1138> frosch123, didn't you have a script to fix up bad hg repos? 19:27:27 <planetmaker> I tried today again with different repo servers 19:27:35 <frosch123> yes, i have the script 19:27:44 *** Progman_ has quit IRC 19:28:05 <peter1138> Hmm, will OpenGFX 0.5.5 work in OpenTTD 1.8.0? 19:28:09 <planetmaker> yes 19:28:16 <peter1138> Cool :D 19:28:21 <planetmaker> openttd will graciously ignore superfluous gui sprites 19:28:45 <peter1138> Ok. 19:28:55 *** Thedarkb-T60 has joined #openttd 19:31:24 <TrueBrain> frosch123: so OpenGFX is updated with the missing sprites? Cool; I will make them available for the installer next weekend :) 19:31:37 <planetmaker> great 19:32:00 *** Compu has joined #openttd 19:32:02 <planetmaker> frosch123, can you link me the fixup-hg-repo script? 19:32:02 *** Compu has quit IRC 19:32:37 <frosch123> hmm, opengfx has no committer starting with Z :p 19:33:03 <planetmaker> yes... foobar and me. mostly 19:33:22 <LordAro> did Z ever use VCS? i'm not sure he had any commits on FreeRCT either 19:34:05 <planetmaker> hm... I think so. But I am not sure 19:35:26 <planetmaker> brb 19:35:48 <frosch123> opengfx git conversion seems to have worked fine 19:35:54 <frosch123> will take some hours to push :p 19:42:08 *** Supercheese has joined #openttd 19:45:04 <planetmaker> I'll need it for some other repos as well, I guess. 19:45:22 <frosch123> just list them 19:45:30 <frosch123> my upload bandwidth is the limit :p 19:45:42 <frosch123> so, yeti/nuts would take ages 19:45:43 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7385: Fix: NewGRF feature cleanup. https://git.io/fjfbq 19:45:44 <planetmaker> I don't know which... some from devzone 19:45:53 <planetmaker> is it a complex script? 19:46:08 <planetmaker> those which refuse to be auto-converted 19:46:09 <LordAro> frosch123: should've checked them out on a server somewhere :p 19:46:15 <frosch123> no, the hardest part is to add a few authors to the authormapping every now and then 19:46:20 <frosch123> and then validate the thing 19:46:35 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7385: Fix: NewGRF feature cleanup. https://git.io/fjfbY 19:46:38 <frosch123> like this time: ammler made a hg bookmark, which the script did not detect as branch 19:46:43 <frosch123> so i added the branch manually 19:47:10 <frosch123> LordAro: i think andy suggested to put the script on devzone 19:47:18 <planetmaker> the... nogfx or the nml2nfo one? 19:47:24 <frosch123> nml2nfo 19:47:40 <frosch123> was just a git checkout + git checkout -b to fix 19:47:44 <LordAro> nogfx would be good to have just for OTTD's regression purposes 19:47:51 <frosch123> probably could have been done with a single git branch :p 19:48:14 <frosch123> LordAro: disable the original mapgen when no baseset is present :) 19:48:20 <planetmaker> it's quick to generate and compile: every sprite is a black pixel :) 19:48:26 <frosch123> or remove it :p 19:49:20 <frosch123> ogfx is 1/5 the size of firs :p 19:49:27 <planetmaker> except those 4(?) sprites indeed. I think they're in nogfx 19:49:36 <planetmaker> and... tiny compared to some 32bpp sets 19:52:55 <planetmaker> seems I have returned today a perfectly fine graphics card :| Also with the replacement my PC doesn't even reach bios 19:54:13 <planetmaker> though... I tested it with 2 other PC before returning :| 19:54:14 <frosch123> https://github.com/frosch123/OpenGFX <- where do you want to have it? 19:54:56 <planetmaker> what about https://github.com/OpenTTD/OpenGFX ? 19:55:19 <frosch123> ok, so not coop? 19:55:34 <planetmaker> I think this is one essential for OpenTTD 19:55:45 <LordAro> i agree 19:55:53 <planetmaker> we ship it, so it can be here 19:55:54 <LordAro> given it was a sticking point for 1.0 19:56:51 <frosch123> oh, it already exists 19:56:55 <frosch123> need to delete first :p 19:57:43 <planetmaker> can one use import? 19:57:50 <LordAro> since you're doing that, might want to consider importing existing issues? 19:58:38 <planetmaker> and OpenSFX/OpenMSX? :P 19:58:57 <LordAro> i wouldn't say no 19:59:24 <frosch123> https://github.com/OpenTTD/OpenGFX <- you will have to rewatch 19:59:47 <planetmaker> :) 19:59:52 <frosch123> i also have no idea how the branch permission stuff works, or if we care 19:59:59 <frosch123> so, sfx and msx next? 20:00:15 <LordAro> "PHP 18.3%" really? 20:00:22 <frosch123> btw. OpenGFX is apparently written in javascript 20:00:45 <LordAro> there's a fair bit on extra/ttd-box-editor 20:00:48 <LordAro> whatever that is 20:01:14 <frosch123> yeah, never saw that 20:02:45 <peter1138> So... 20:02:59 <peter1138> While I've been making dinner, frosch123 has managed to import OpenGFX? :D :D 20:07:13 <peter1138> frosch123, but yeah, sfx and msx would be good. 20:09:46 *** circ-user-3HYVs has joined #openttd 20:11:45 <frosch123> tiny repositories 20:12:26 *** sla_ro|master has quit IRC 20:15:00 *** cHawk has quit IRC 20:16:33 <frosch123> feel free to watch sfx+msx 20:16:44 <frosch123> well, and to also setup other permissions :p 20:19:53 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] closed issue #3848: Orders: different STR_ORDER_GO_TO for each transport type https://git.io/fjfb6 20:21:53 *** cHawk has joined #openttd 20:23:01 *** gelignite has quit IRC 20:25:28 *** Alberth has left #openttd 20:25:30 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7249: The currently selected base graphics set is missing 4 sprites. This is despite having the latest OpenGFX 0.5.2. https://git.io/fjfb1 20:30:47 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #7249: The currently selected base graphics set is missing 4 sprites. This is despite having the latest OpenGFX 0.5.2. https://git.io/fjfbH 20:32:16 <planetmaker> "To answer your other question - many of the devs, being old and ancient, still prefer (and use) the original TTD graphics set, which by definition cannot have any missing sprites" <-- that's not true. It simply is maintained *inside* OpenTTD repo itself 20:32:47 <planetmaker> ^^ @ LordAro 20:33:50 <LordAro> fixed 20:34:32 <peter1138> Still wrong. 20:34:47 <peter1138> The *extra* graphics for original TTD are maintained by us. 20:34:49 <LordAro> well, you fix it then 20:34:52 <LordAro> :p 20:35:12 <LordAro> (actually fixed) 20:36:37 *** Thedarkb1-T60 has joined #openttd 20:36:56 <andythenorth> LordAro: can you fix any of this? https://wiki.openttd.org/Development 20:37:04 <andythenorth> I tried, but the formatting exploded, so I reverted and quit 20:39:34 <LordAro> will look 20:40:30 *** synchris has quit IRC 20:42:42 *** Thedarkb-T60 has quit IRC 20:44:34 *** Wolf01 has joined #openttd 20:45:10 <Wolf01> o/ 20:45:19 <Samu> why isn't 7376 tagged with 'backport requested'? 20:45:22 <Samu> just wondering 20:46:00 <Samu> starting instant ais is a new feature in 1.9 20:46:20 <LordAro> hmm, probably should be 20:48:24 <peter1138> I still don't see why the enforcement should be optional. 20:50:23 <LordAro> i get why you'd want to override it when starting AI via command 20:50:35 <LordAro> but other than that, shouldn't be optional 20:51:31 <glx> but when starting AI via command I guess you can also change the setting 20:51:46 <LordAro> hmm, true 20:51:55 <LordAro> as long as it errors appropriately, rather than silently failing 20:53:39 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7385: Fix: NewGRF feature cleanup. https://git.io/fjvas 20:54:37 <peter1138> Right. GUI stuff. 21:01:23 <peter1138> Do we have a widget type for something that's custo... 21:01:28 <peter1138> WWT_EMPTY. Yes. 21:14:43 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro requested changes for pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjfNn 21:15:00 <LordAro> "Conversation: 124" 21:15:01 <LordAro> nice. 21:17:59 <peter1138> STREAMING TIME 21:18:39 <peter1138> Well, that messed up :/ 21:20:46 <andythenorth> OOF 21:21:04 <peter1138> Wtf, it was working a second ago :( 21:23:00 <peter1138> Um 21:23:53 <peter1138> Still bad. 21:23:55 <peter1138> Hmm. 21:41:50 <peter1138> Oh. Redundant. 21:43:00 <LordAro> andythenorth: how'a that? 21:43:06 <LordAro> s/a/s/ 21:49:33 <andythenorth> LordAro: much clearer formatting 21:49:38 <andythenorth> fix the links next? o_O 21:50:10 <LordAro> andythenorth: yeah, i thought about doing that at the same time 21:50:12 <LordAro> then didn't 21:50:18 <andythenorth> one thing at a time 21:51:05 <DorpsGek_II> [OpenTTD/nml] planetmaker opened pull request #25: Change: [DevZone] Temporarily disable building windows exe so that we… https://git.io/fjfAk 21:51:08 <andythenorth> Eddi|zuHause: how long did a CETS compile used to take? 21:51:34 <Eddi|zuHause> andythenorth: about 5 minutes? no clue 21:51:52 <planetmaker> so... do I approve my own PR? 21:53:38 * andythenorth looks 21:54:12 <planetmaker> I tested by hacking on the devzone server. it should work then 21:54:14 <andythenorth> I can't approve it 21:54:15 <andythenorth> so eh 21:54:19 <andythenorth> nml development :P 21:54:22 <andythenorth> all fucked up eh :) 21:54:35 <planetmaker> nah, not really 21:54:48 <Eddi|zuHause> planetmaker: why is it even pythonw.exe, and not python.exe? 21:54:51 <planetmaker> but I created 1.5x wine environments and am too tired to continue today 21:55:11 <planetmaker> because reasons 21:55:34 <planetmaker> for 3.2/3.3 that was the 'real' binary, and python.exe was some kind of wrapper 21:55:37 <Supercheese> hysterical raisins 21:56:07 <peter1138> planetmaker, approvals aren't turned on, so nobody can approve it. 21:56:23 <Eddi|zuHause> planetmaker: also, when i tried looking through the eddi-nml build logs, it mentioned python27. no clue where that came from 21:56:46 <planetmaker> Eddi|zuHause, that comes from a time when nml was python2.7. And not like today python3 21:56:59 <Eddi|zuHause> because i certainly didn't touch that... 21:57:40 <planetmaker> as such: py2.7 builds are even older 21:58:37 <DorpsGek_II> [OpenTTD/nml] planetmaker merged pull request #25: Change: [DevZone] Temporarily disable building windows exe so that we… https://git.io/fjfAk 21:58:57 <planetmaker> right, then I merge it myself 21:59:10 <Eddi|zuHause> anyway, i think azure pipelines is the way to go for the windows binaries? 21:59:24 <planetmaker> not only those 21:59:44 <Eddi|zuHause> not that i could help with that, really 22:00:01 <planetmaker> but I want *something* working till that's done. I'm not a fan of "oh, it's all broken and we have nothing to offer till <whenever> it is fixed" 22:00:25 <planetmaker> I prefer the approach to keep the old stuff working and kill it when the new works. Not vice versa 22:00:37 <planetmaker> Even when most things had been done the reverse with the github migration 22:01:19 <andythenorth> I would have approved it, but I can't find the approve button 22:01:25 <andythenorth> GH is sometimes mysterious 22:01:46 <Eddi|zuHause> andythenorth: there isn't an approve button if nobody enabled approvals 22:01:58 <andythenorth> mumble mumble 22:01:59 <LordAro> andythenorth: links updated 22:02:04 <andythenorth> TB said we have done nml repo all wrong 22:02:14 <Eddi|zuHause> you probably did :p 22:02:43 <Eddi|zuHause> "python Minimal version is 3.2. Python 2 is not supported." <-- that line needs to be updated in the readme? 22:02:43 <andythenorth> you could fix it Eddi|zuHause ! 22:02:54 <andythenorth> does anyone know what 'right' is? 22:03:00 <andythenorth> I asked for a list, but got lolzed at 22:03:13 *** Laedek_ has joined #openttd 22:03:54 <andythenorth> LordAro: better, if I make a few tweaks, will it conflict with you? 22:04:24 <LordAro> andythenorth: probably not 22:05:27 <Samu> damn patch of exile is patching 22:05:35 * LordAro deletes "Recent and Current Developments" from the face of the Earth 22:05:44 <LordAro> given "recent" was "before 0.5" 22:06:09 <DorpsGek_II> [OpenTTD/nml] Eddi-z commented on pull request #21: Eddi-nml branch for ActionC support https://git.io/fjfAO 22:06:30 <andythenorth> good :) 22:06:40 <andythenorth> this is linked, not sure it's useful 22:06:41 <andythenorth> https://wiki.openttd.org/Patch_Checklist 22:06:53 <andythenorth> but nor is it obviously trash 22:07:06 <LordAro> could probably be replaced by a pull request template on GH 22:07:27 <andythenorth> I like this :) https://wiki.openttd.org/To_do_for_releases 22:07:32 <andythenorth> I am going to vandalise it 22:07:42 <andythenorth> "Send andythenorth 0 on paypal" 22:07:46 <peter1138> Well that took too long to get working. 22:08:21 <andythenorth> I hope we do all this for 1.9 :) https://wiki.openttd.org/To_do_for_releases 22:10:11 *** Laedek has quit IRC 22:10:50 <Eddi|zuHause> hm, if i have local changes, and want to commit them to not-the-head revision, how do i do that? 22:11:04 <LordAro> commit, then rebase 22:11:14 <peter1138> Have I got enough colours? 22:11:23 <andythenorth> I closed twitch 22:11:31 <andythenorth> should I reopen it :P 22:11:32 <peter1138> Yes, sorry I was being tedious :( 22:12:33 <andythenorth> loads of colours! 22:12:33 <Eddi|zuHause> how do i remember how to copy-paste in vim? 22:12:49 <Eddi|zuHause> have to look it up every single time 22:12:58 <LordAro> practice :p 22:12:59 <andythenorth> peter1138: how do I pick just one? :D 22:13:23 <peter1138> Well 22:13:25 <peter1138> RAINBOW 22:13:30 <andythenorth> back in 5 mins, after twitch ads :P 22:13:33 <peter1138> I think OnTimeout is wrong. 22:14:13 <DorpsGek_II> [OpenTTD/nml] Eddi-z updated pull request #21: Eddi-nml branch for ActionC support https://git.io/fhpED 22:14:31 <andythenorth> I wish I could delete those ships from bananas 22:14:32 <andythenorth> so bad 22:14:55 <andythenorth> peter1138: you need preset for official BR Blue of course :P 22:17:14 <peter1138> Hah 22:17:19 <peter1138> I was just wondering about presets :p 22:17:30 *** keoz has joined #openttd 22:17:42 <andythenorth> newgrf colours! 22:17:53 *** Progman has quit IRC 22:17:57 <peter1138> Pfft 22:18:04 <peter1138> I almost did that for 8bpp colours. 22:18:12 <peter1138> But... why bother if RGB exist? 22:18:23 <Eddi|zuHause> let users post colours on bananas? 22:18:37 <peter1138> Ooh, dead lock :D 22:18:40 <peter1138> Well. 22:18:44 <andythenorth> can we abuse this for night mode then? :P 22:18:57 <peter1138> Maybe I should have a text box for hex codes. 22:19:03 <peter1138> Night mode? Erm. 22:19:04 <Eddi|zuHause> andythenorth: night mode still needs overlays and shaders for lights 22:19:19 <Eddi|zuHause> night mode without lights is just dull mode 22:19:23 <peter1138> Maybe those unused purple pixels can be use for lights. 22:19:24 <andythenorth> drawing newgrf will be much easier though 22:19:31 <andythenorth> no need to bother 22:19:37 <peter1138> And shaders aren't needed for lights. 22:19:39 <andythenorth> just black cubes 22:19:48 <Eddi|zuHause> peter1138: but... glow! 22:19:59 <peter1138> You can do that without shaders. 22:20:01 <Eddi|zuHause> a light isn't just a brighter pixel 22:20:11 <peter1138> Shaders are definitely a thing which isn't going to happen. 22:21:06 <andythenorth> o_O 22:21:22 <peter1138> 1.9 million signatures... 22:21:36 <Eddi|zuHause> peter1138: but that is just a byproduct of going 3D!!! 22:21:51 <milek7> raytracing! 22:21:54 <LordAro> still got to double its count until it exceeds the previous one 22:22:00 <peter1138> RTX ON 22:22:00 <andythenorth> oh the originaly base set grass :( 22:22:04 <andythenorth> uses window purple 22:22:07 <andythenorth> oof 22:22:19 <Eddi|zuHause> what are we signaturing this time? 22:22:34 <Eddi|zuHause> article 13 still happening? 22:23:07 <LordAro> nah, the other article 22:23:18 <Eddi|zuHause> 11? 22:23:23 <LordAro> higher 22:23:34 <Eddi|zuHause> then i don't know 22:23:49 <peter1138> Ok so presets? 22:25:41 <andythenorth> https://dev.openttdcoop.org/attachments/download/9345/night-mode.png 22:26:10 <andythenorth> meh 22:26:25 <andythenorth> I'm not drawing separate layers for night mode, that's daft 22:26:29 <andythenorth> I didn't even finish snow yet 22:26:56 * LordAro waves https://files.gitter.im/OpenRCT2/OpenRCT2/bBso/blob in front of people 22:27:20 <peter1138> Nasty colours. 22:27:41 <peter1138> And that's just the Windows theme ;) 22:27:49 <peter1138> How many presets? 22:28:08 <Eddi|zuHause> 16. just to annoy people :p 22:28:11 <peter1138> :D 22:28:26 <peter1138> Hmm, can we have array settings? 22:28:38 <Eddi|zuHause> i think so? 22:29:31 <Eddi|zuHause> yapf.route_mode_cost_factor = 4,2,1,8 22:30:35 <Eddi|zuHause> custom_2 = 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 (in [music]) 22:32:39 <peter1138> How black. 22:33:38 <peter1138> Hmm, bug. 22:34:11 <peter1138> Woo dayglo 22:35:19 <Eddi|zuHause> ok... so i don't understand how they go back and forth with these brexit extensions... they should just go "ok, you tried with the parliament thing, it didn't work. either you brexit hard now, or you get 2 years and organize another referendum" 22:35:39 <peter1138> Let's see 22:35:40 <andythenorth> oh dear :) 22:35:44 <peter1138> Old RGB window... ^ ugly 22:35:58 <peter1138> Also, hard to actually choose a colour. 22:36:19 <andythenorth> /me -> sleeps 22:36:49 <peter1138> SDTC_LIST 22:36:49 <peter1138> Hmm 22:39:00 <Eddi|zuHause> how would i time how long individual steps inside make take? 22:40:08 <Eddi|zuHause> grfcodec taking a significant amount of this 22:40:18 <Eddi|zuHause> and spams me with a million sRGB warnings 22:40:45 <Eddi|zuHause> real 2m21,837s user 4m50,787s sys 0m12,716s 22:41:57 <Eddi|zuHause> andythenorth: answer to above question 22:44:24 *** andythenorth has quit IRC 22:45:37 *** Wolf01 has quit IRC 22:49:23 <Eddi|zuHause> -g <num> Version of the encoded container format (default 1, maximum 2) <-- should we change this default? 22:49:36 <Eddi|zuHause> (grfcodec) 22:59:56 <Eddi|zuHause> so of those 2:20 parallelized (or 4:50 unparallelized), 1:00 is spent in grfcodec, which can't be parallelized 23:04:34 *** Supercheese has quit IRC 23:20:09 <frosch123> changing the default would break ottd compilation 23:20:32 <frosch123> last time obg generation did a plain md5sum 23:20:50 *** frosch123 has quit IRC 23:24:34 *** nielsm has quit IRC 23:31:27 *** juoj has joined #openttd 23:45:27 <peter1138> Presets work, but there's no default :p 23:49:53 <peter1138> colour_presets = -1957633922,-1336168961,-1790426469,-1784986981,1451692562,0,0,2077322240,0,0,0,0,0,0,0,0 23:49:57 <peter1138> Hmm, exciting :p 23:50:10 <Eddi|zuHause> better in HEX? 23:50:33 <peter1138> That's just how the settings system exports uint32s. 23:50:51 <Eddi|zuHause> also, why are those 32bit numbers and not 24bit? 23:51:20 <Eddi|zuHause> @base 10 16 -1957633922 23:51:21 <peter1138> Because there's an 8 bit contrast component. 23:51:21 <DorpsGek> Eddi|zuHause: -74AF1F82 23:51:53 <Eddi|zuHause> that doesn't seem to know about 2-complement :p 23:52:33 *** Flygon has joined #openttd 23:52:37 <Eddi|zuHause> peter1138: i'd say exporting uint as signed is a bug. 23:53:03 <LordAro> ^ 23:53:04 <peter1138> Whatever, it's how the settings system works, not how the rgb company colours work.