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00:00:44 <hythlodaeus> alternatively if one still wants the possibility of having 1 tile-wide canals with increased depths: what about using locks for this purpose as IRL? 00:01:44 <nielsm> yes it would make sense to have a way to build (more expensive) deeper canals 00:04:43 <hythlodaeus> then you could treat them as road types 00:06:43 <hythlodaeus> and deeper canals should not be compatible with aqueducts for instance 00:07:43 <hythlodaeus> or rather they could be linked, but heavier ships would not be able to usr them 00:12:42 <TrueBrain> LordAro: seems my patches are all working; so tomorrow I am going to merge this, and deploy the new DorpsGek_III :D After that we can finally test if your tag_created works :P It does require a .dorpsgek.yml change in OpenTTD before it works btw .. but I will create a PR for that tomorrow too :) 00:14:05 *** tokai has joined #openttd 00:14:05 *** ChanServ sets mode: +v tokai 00:14:40 <LordAro> :) 00:20:39 <milek7_> huh, jukebox window crashes when compiled with AddressSanitizer 00:23:54 <milek7_> https://pastebin.com/raw/VQU7LhLp 00:25:05 <LordAro> nice 00:25:51 <LordAro> i've seen similar stacktraces before 00:27:31 <LordAro> https://github.com/OpenTTD/OpenTTD/blob/master/src/music_gui.cpp#L741 not that it's really clear what it could be 00:27:57 <LordAro> none of those strings take other parameters, presumably? 00:28:01 * LordAro must sleep 00:29:45 *** Progman has quit IRC 00:37:12 <milek7_> do SetDParamStr copy string? 00:37:35 <milek7_> i think struct returned by _music.GetCurrentSong() goes invalid at the end of statement 00:40:00 <nielsm> no it only copies a string pointer, not the contents 00:40:18 <nielsm> so yeah that would be it I think 00:40:46 <nielsm> when the function returns an empty playlist item because nothing is playing, the object goes out of scope 00:41:50 <nielsm> I'll make a fix 00:42:42 <andythenorth> oops 00:42:45 * andythenorth playing ottd 00:42:47 <andythenorth> too late 00:42:52 <milek7_> i don't think it matters whether it is empty or not 00:43:36 <milek7_> as GetCurrentSong returns by copy 00:44:15 <nielsm> oh yeah... 00:44:27 <nielsm> this approach won't fix it 00:44:38 <nielsm> ah 00:50:23 *** andythenorth has left #openttd 00:54:19 <DorpsGek_III> [OpenTTD/actions] glx22 approved pull request #1: First version of a few actions https://git.io/JvfEM 01:05:00 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh opened pull request #7926: Fix: Use after return for stack allocated object https://git.io/JvfE5 01:18:00 <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on issue #7925: A certain save-game corrupts the title screen sprites when loaded. https://git.io/Jvf40 01:32:54 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7924: Feature: Water tiles have a depth https://git.io/JvfWw 01:44:08 *** snail_UES_ has quit IRC 01:44:57 *** cHawk has quit IRC 01:45:26 <hythlodaeus> nielsm: if eventually you can give me further feedback on how to improve #7870 I would really appreciate it. I'm trying to come up with a solution to solve current UI woes while making it simulatenously more informative, pleasing, and standardized. This changes are important for my future translation plans, but I do not want to alienate others here. If you find some time, I would love to hear your preferences and thoughts o 01:53:29 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7924: Feature: Water tiles have a depth https://git.io/JvfWw 02:03:32 *** nielsm has quit IRC 02:16:48 *** supermop_Home_ has quit IRC 02:51:02 *** hythlodaeus has quit IRC 03:06:30 *** Pikka has joined #openttd 03:15:52 *** debdog has joined #openttd 03:19:17 *** D-HUND has quit IRC 04:06:45 *** glx has quit IRC 04:20:48 *** WormnestAndroid has quit IRC 04:21:11 *** WormnestAndroid has joined #openttd 04:23:23 *** crazystacy has joined #openttd 04:34:53 *** ToBeCloud_ has joined #openttd 04:34:55 *** ToBeCloud_ is now known as ToBeFree 04:34:56 *** colde_ has joined #openttd 04:36:01 *** heffer_ has joined #openttd 04:37:48 *** tyteen4a03 has joined #openttd 04:38:28 *** Flygon has quit IRC 04:38:28 *** APTX has quit IRC 04:38:28 *** daspork has quit IRC 04:38:28 *** k-man has quit IRC 04:38:44 *** Sacro_ has joined #openttd 04:38:59 *** t4 has quit IRC 04:38:59 *** Vadtec has quit IRC 04:38:59 *** mikegrb_ has quit IRC 04:38:59 *** super_sp1oky has quit IRC 04:38:59 *** innocenat_ has quit IRC 04:38:59 *** Sheogorath has quit IRC 04:38:59 *** ToBeCloud has quit IRC 04:38:59 *** colde has quit IRC 04:38:59 *** crem has quit IRC 04:38:59 *** heffer has quit IRC 04:38:59 *** Sacro has quit IRC 04:38:59 *** murr4y has quit IRC 04:38:59 *** Extrems has quit IRC 04:38:59 *** colde_ is now known as colde 04:38:59 *** ToBeFree is now known as ToBeCloud 04:39:55 *** innocenat_ has joined #openttd 04:40:40 *** Sheogorath has joined #openttd 04:40:42 *** Flygon has joined #openttd 04:40:42 *** APTX has joined #openttd 04:40:43 *** daspork has joined #openttd 04:40:43 *** k-man has joined #openttd 04:45:05 *** crem has joined #openttd 04:49:17 *** Vadtec has joined #openttd 04:49:17 *** mikegrb_ has joined #openttd 04:49:17 *** super_sp1oky has joined #openttd 04:49:17 *** murr4y has joined #openttd 04:49:17 *** Extrems has joined #openttd 04:56:39 *** WormnestAndroid has quit IRC 05:36:03 <crazystacy> how about a "skip order" button next to the "reverse direction"? 05:36:17 <crazystacy> or some hotkey. not sure which hotkeys there are, i suspect the openttd wiki hotkey page is out of date 06:09:53 *** snail_UES_ has joined #openttd 07:52:31 *** andythenorth has joined #openttd 07:52:41 *** HerzogDeXtEr has joined #openttd 07:53:43 <andythenorth> Pikka bob 07:54:09 <Pikka> oui bob 07:56:24 <andythenorth> le bob 07:56:35 <andythenorth> is pie? 07:56:48 <Pikka> mmm pie 07:57:19 <andythenorth> narwhal pie 08:00:08 *** nielsm has joined #openttd 08:00:59 <andythenorth> deep sea narwhal pie 08:01:04 <nielsm> morning 08:02:39 <andythenorth> Pikka: le question 08:05:15 *** sla_ro|master has joined #openttd 08:24:29 <Pikka> le yes? 08:30:15 <andythenorth> HEQS and Squid are more fun than Hog and Sam 08:30:43 <Pikka> errr 08:30:47 * Pikka bbs 08:30:49 *** Pikka has quit IRC 08:41:18 *** Progman has joined #openttd 08:42:31 *** Heiki has quit IRC 08:49:42 *** Heiki has joined #openttd 09:03:24 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7926: Fix: Use after return for stack allocated object https://git.io/JvfE5 09:05:53 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7926: Fix: Use after return for stack allocated object https://git.io/Jvfwc 09:19:40 *** snail_UES_ has quit IRC 10:04:12 * andythenorth plays with town growth off 10:04:14 <andythenorth> much better :P 10:04:23 <andythenorth> 'solves' cdist 10:17:15 *** andythenorth has quit IRC 10:17:42 *** hythlodaeus has joined #openttd 10:17:58 *** hythlodaeus_ has joined #openttd 10:18:02 <hythlodaeus_> hi guys 10:19:07 *** hythlodaeus has quit IRC 10:19:37 <hythlodaeus_> I'd like to you invite you folks to test my improved english.txt for feedback as p/ issue #7870 10:20:27 <hythlodaeus_> i got some previous positive feedback on how to handle style and capitalization and most people seem to agree. I would like to hear your opinion on the modified tooltips text and general formatting 10:23:04 *** Samu has joined #openttd 10:23:12 <Samu> hi 10:24:03 <hythlodaeus_> helo 10:24:06 <hythlodaeus_> hello 10:32:37 <DorpsGek_III> [OpenTTD/actions] TrueBrain merged pull request #1: First version of a few actions https://git.io/Jvfnj 10:33:52 *** Pikka has joined #openttd 10:41:32 <TrueBrain> well, here goes nothing .. lets see if it all still works :D 10:41:50 <DorpsGek_III> [OpenTTD/website] TrueBrain merged pull request #140: Add: [Actions] switch to our own actions instead of writing them out https://git.io/JvfcU 10:42:51 <Samu> what newgrf have ships moving slow on canals 10:43:51 <nielsm> squid 10:43:52 <DorpsGek_III> [OpenTTD/website] TrueBrain opened pull request #141: Fix: [Actions] wrongly referenced 'checkout-dispatch' action https://git.io/Jvfrp 10:43:56 <nielsm> (fish 2) 10:44:00 <TrueBrain> that was a quick: nope! :D Lalalalaaaa 10:44:37 <TrueBrain> never rename something in the middle of your work :D 10:45:04 <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain updated pull request #14: Reworked GitHub Actions https://git.io/JvfWz 10:45:18 <Eddi|zuHause> that's why sou spend the time naming things at the very beginning :p 10:45:29 <DorpsGek_III> [OpenTTD/binaries-proxy] TrueBrain updated pull request #9: Switch to GitHub Actions https://git.io/JvfWd 10:45:32 <TrueBrain> and you NEVER change your mind after that 10:45:34 <TrueBrain> that is true 10:45:34 <TrueBrain> I forgot 10:45:40 <TrueBrain> what a silly thing to say :) 10:48:38 <DorpsGek_III> [OpenTTD/website] TrueBrain merged pull request #141: Fix: [Actions] wrongly referenced 'checkout-dispatch' action https://git.io/Jvfrp 10:49:19 <Samu> i dont understand water depths yet 10:49:28 <Samu> it's too slow now 10:51:01 <nielsm> Samu did you see I already did it? https://github.com/OpenTTD/OpenTTD/pull/7924/commits/adaa87f1570771eb09d13b500968ffa499f623a0 10:51:14 <nielsm> although I want to rework that part really 10:51:32 <Samu> yes 10:52:20 *** Wolf01 has joined #openttd 10:57:48 <TrueBrain> hmm, seems the docker hub webfrontend is broken (again) 10:57:48 <TrueBrain> silly 10:58:29 <DorpsGek_III> [OpenTTD/actions] TrueBrain opened pull request #2: Fix: 'exec.exec()' also escapes quotes; 'remote-tag' now got an extra quote https://git.io/Jvfoq 10:59:25 <TrueBrain> https://hub.docker.com/search?q=&type=image <- there are no packages on it, according to the "explore" functionality 10:59:27 <TrueBrain> lol 10:59:49 <Eddi|zuHause> "Fix: 'exec.exec()' also escapes quotes" is a thing you never want to read in patchnotes 11:00:32 <Eddi|zuHause> because it means there's probably only a thin layer left between you and cthulu... 11:00:44 <DorpsGek_III> [OpenTTD/actions] TrueBrain merged pull request #2: Fix: 'exec.exec()' also escapes quotes; 'remote-tag' now got an extra quote https://git.io/Jvfoq 11:05:12 <DorpsGek_III> [OpenTTD/website] TrueBrain opened pull request #142: Fix: logo in top-right corner wasn't pointing to "Home" https://git.io/JvfoK 11:05:28 <Samu> max depth is only 200 now? 11:05:39 <Samu> ah no, i didn't wait enough 11:05:39 <Samu> 220 11:05:53 <TrueBrain> I so wish Githubs repository would become public (as in: anonymous access) ... as docker hub really has issues ... 11:05:58 <Samu> 240 11:07:07 <DorpsGek_III> [OpenTTD/OpenTTD] James103 opened issue #7927: Giant screenshot warning reports incorrect dimensions of screenshot https://git.io/Jvfoi 11:10:18 <Samu> depth 300! 11:10:34 <Samu> only took 9 years 11:11:00 *** andythenorth_ has joined #openttd 11:11:20 <andythenorth_> such cat 11:11:48 <DorpsGek_III> [OpenTTD/website] TrueBrain closed issue #139: Wrong link target of the link on the OpenTTD-lettering in the page header https://git.io/JveQw 11:11:48 <DorpsGek_III> [OpenTTD/website] TrueBrain merged pull request #142: Fix: logo in top-right corner wasn't pointing to "Home" https://git.io/JvfoK 11:11:51 <andythenorth_> nielsm I suggest 2 sea tile types 11:11:59 <andythenorth_> and a transition type 11:12:42 * andythenorth_ wonders how many water tiles there are 11:13:26 <andythenorth_> we have 2 water cycles in the palette, but really we need to change the colour for deep 11:14:52 <andythenorth_> the transition tile would be a simple dither blend 11:15:03 <nielsm> I wonder if water depth can be handled by a recolour sprite? 11:15:04 * andythenorth_ wondering if it can be automated 11:15:04 <Samu> ooops, nielsm got an assert 11:15:18 <andythenorth_> the blend could be masked 11:15:45 <TrueBrain> wtf, the ' is still there .. this should not be happening ... hmmmm ... sometimes automation is a bitch :( 11:16:02 <Samu> an oil rig was spawning, and crashed 11:16:27 <hythlodaeus_> nielsm: it's more of a matter of how depth will be handled by scenarios and the map gen 11:17:06 <hythlodaeus_> you're gonna need new sprites for mid transitioning depth lines, that's for sure 11:17:15 <Samu> ah no, actually an industry was being removed from the map 11:18:03 <hythlodaeus_> but mostly I think depth will be a river vs ocean matter, with most transitioning happening on shorelines 11:18:08 <andythenorth_> nielsm is it trivial to recolour base set sprites? I’m assuming yes because CC, etc 11:18:11 <Samu> i suspect just using magic bulldozer and demolishing an industry should be enough to trigger the crash 11:18:32 <andythenorth_> nielsm how deep are we going? 11:18:41 <hythlodaeus_> deep, bro 11:18:44 <Samu> nop, it wasn't 11:18:45 <nielsm> right now the max depth is presented as 300 m 11:18:46 <Samu> strange 11:18:55 <nielsm> range is 0 to 15 11:19:14 <nielsm> with 0 presented as 10 m, and the remaining presented as value * 20 m 11:19:18 <Samu> industry must be close to coast 11:19:21 <Samu> got a crash 11:19:28 <andythenorth_> transition at 8? 11:19:45 <andythenorth_> or configurable? 11:20:04 <nielsm> I was thinking transition at 2-3 and 10-11 11:20:30 * andythenorth_ wonders about non-navigable water 11:20:37 <andythenorth_> and sprites for it 11:20:49 <nielsm> that's pretty much parks in towns 11:21:00 <nielsm> non-navigable water isn't represnted on the map 11:21:18 <nielsm> (unless you have water and put newobjects in it to make it impassable) 11:21:26 <andythenorth_> I’m thinking about ships always requiring at least depth 2 11:21:38 <andythenorth_> think it’s too big a change maybe 11:22:23 <andythenorth_> but if rivers had depth 1 or 2 we could make the 1 sprites narrower 11:22:45 <andythenorth_> and depth 1 coasts get rocks 11:22:47 <Samu> nielsm, try demolishing industries with magic bulldozer that were built on land, near coast tiles, you get a crash 11:22:58 <nielsm> I think the normal draught of ships isn't much more than 2-5 metres? 11:23:10 <andythenorth_> but I think it leads to all shores being non-navigable 11:23:15 <andythenorth_> which is bad 11:24:57 <crazystacy> now we'll need viking ships 11:25:31 <andythenorth_> we could use river mouths to create depth 2 bays and estuaries in sea 11:25:53 <nielsm> the suez canal is 20-30 metres deep I think 11:26:03 <andythenorth_> just pathfind to deeper water and expand a bit 11:26:21 <nielsm> 24 m deep 11:26:42 <nielsm> so yeah depth 2 in my current units is enough to support any ship 11:26:50 <nielsm> and depth 1 will support most non-gigantic 11:27:22 <andythenorth_> a bit for dredgeable? 11:27:55 <andythenorth_> dredgeable tiles are imvalid for pathfinding but otherwise depth 1 11:27:57 <nielsm> I'd just make newgrf able to query the depth of water tiles, so industries can check it before construction 11:28:09 <DorpsGek_III> [OpenTTD/website] TrueBrain opened pull request #143: Update: bump all Python dependencies to latest version https://git.io/JvfoN 11:28:11 <nielsm> depth 0 is also valid, it's "very shallow" 11:28:57 <andythenorth_> yeah I’m just obiwan with my depths :) 11:31:57 <andythenorth_> dredgeable = player can make tile navigable 11:32:45 <nielsm> hm, the port of esbjerg in denmark, which faces the north sea, has the deepest docks at 10 m 11:32:54 <Samu> how do i propose a fix to a pr? 11:33:06 <nielsm> I don't really think it's worth making "too shallow to navigate" water 11:33:17 <nielsm> just make it newobjects if you want that 11:33:32 <nielsm> Samu: make a review 11:33:38 <andythenorth_> inplementation could be objects 11:33:59 <andythenorth_> but adding rocks manually to just remove them immediately is weird gameplay 11:34:27 <nielsm> can newobjects specify they want to be placed automatically by worldgen? 11:34:37 <andythenorth_> objects are weird anyway, what are they for? 11:34:48 <nielsm> decoration and being in the way 11:35:12 <andythenorth_> they’re immovable afaik 11:35:18 <andythenorth_> unless player built? 11:35:31 * andythenorth_ might be wrong 11:35:58 <andythenorth_> anyway having rivers lower landscape - above and below waterline both 11:36:05 <andythenorth_> would be nicer 11:36:09 <andythenorth_> than now 11:36:51 <andythenorth_> then we can complain about slow map gen :D 11:38:33 <DorpsGek_III> [OpenTTD/website] TrueBrain updated pull request #143: Update: bump all Python dependencies to latest version https://git.io/JvfoN 11:38:41 <TrueBrain> these fucking chores :( 11:38:50 <LordAro> hehe 11:39:19 <LordAro> no 3.8? 11:39:51 <andythenorth_> nielsm river seed should be at coast, running up also :p 11:40:11 * andythenorth_ biab 11:40:16 *** andythenorth_ has quit IRC 11:40:32 <TrueBrain> hmm .. can see if code works on 3.8, good point 11:41:41 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick requested changes for pull request #7924: Feature: Water tiles have a depth https://git.io/JvfKI 11:41:59 <Samu> oh it looks like a bad review 11:42:02 <DorpsGek_III> [OpenTTD/website] TrueBrain updated pull request #143: Update: bump all Python dependencies to latest version https://git.io/JvfoN 11:42:03 <TrueBrain> 3.8 it is :) Tnx LordAro :) 11:42:05 <Samu> i still dunno how to use this 11:43:13 <DorpsGek_III> [OpenTTD/OpenTTD] Milek7 commented on pull request #7926: Fix: Use after return for stack allocated object https://git.io/JvfKq 11:43:38 <DorpsGek_III> [OpenTTD/actions] TrueBrain opened pull request #3: Fix: default-values are set by "action.yml", and inputs are always strings https://git.io/JvfKm 11:46:56 <DorpsGek_III> [OpenTTD/actions] TrueBrain updated pull request #3: Fix: default-values are set by "action.yml", and inputs are always strings https://git.io/JvfKm 11:47:38 <DorpsGek_III> [OpenTTD/website] TrueBrain updated pull request #143: Update: bump all Python dependencies to latest version https://git.io/JvfoN 11:51:26 <DorpsGek_III> [OpenTTD/actions] TrueBrain updated pull request #3: Fix: default-values are set by "action.yml", and inputs are always strings https://git.io/JvfKm 11:52:08 <DorpsGek_III> [OpenTTD/actions] TrueBrain updated pull request #3: Fix: default-values are set by "action.yml", and inputs are always strings https://git.io/JvfKm 11:52:10 <TrueBrain> I keep forgetting to run 'npm run all', ffs 11:52:50 <DorpsGek_III> [OpenTTD/website] TrueBrain merged pull request #143: Update: bump all Python dependencies to latest version https://git.io/JvfoN 11:53:59 <DorpsGek_III> [OpenTTD/actions] TrueBrain merged pull request #3: Fix: default-values are set by "action.yml", and inputs are always strings https://git.io/JvfKm 11:55:03 <TrueBrain> seems that bumping the versions made the 'fetch-downloads' a lot quicker 11:55:14 <TrueBrain> but that might just be me-wanting-it-to-be-quicker :D 11:57:43 <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain updated pull request #14: Reworked GitHub Actions https://git.io/JvfWz 11:58:23 <DorpsGek_III> [OpenTTD/binaries-proxy] TrueBrain updated pull request #9: Switch to GitHub Actions https://git.io/JvfWd 11:58:26 <TrueBrain> okay, that should be it 12:01:45 *** andythenorth has joined #openttd 12:02:02 <TrueBrain> LordAro: if you have some cycles, I would love a review on the DorpsGek one; it should be trivial (the github workflow is a copy from website, so that is fine. I mean the Python part :D) 12:02:25 <andythenorth> currently river is seeded on a spring, and pathfinds to a coast (or dead-ends in a lake) 12:02:47 <andythenorth> this causes (1) the unsatisfying lakes (side issue) 12:03:13 <andythenorth> (2) means that lowering terrain along river path is hard, because no guarantee that we'll be able to lower the next level 12:03:40 <andythenorth> starting rivers at coast means we just walk 'along' or 'up', lowering land as we go 12:03:43 <nielsm> the entire river generation code is rather poor 12:03:53 <andythenorth> rubidium put it in as a nice quick hack 12:03:58 <andythenorth> it was always "I made something work" 12:04:07 <andythenorth> and it's deliberately not elaborate :) 12:04:25 <Samu> if (IsTileType(n.GetTile(), MP_WATER) && GetWaterDepth(n.GetTile()) == WATER_DEPTH_MAX) c += YAPF_INFINITE_PENALTY; good or bad idea? 12:04:40 <andythenorth> if we start at coast, we can also branch rivers 12:04:44 <Samu> depth 15 means screw pathfinding here 12:04:47 <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain updated pull request #14: Reworked GitHub Actions https://git.io/JvfWz 12:04:52 <nielsm> yeah I usually turn off rivers in mapgen, they're not fun just annoying 12:04:57 <andythenorth> I don't actually understand what Eddi|zuHause BFS patch actually does :) 12:04:59 <TrueBrain> decodestring() still needs a byte-string .. I always forget about that :( 12:05:02 <nielsm> Samu doesn't penalty mean "avoid this tile"? 12:05:06 <Samu> yes 12:05:08 <nielsm> why would you avoid the deepest tiles? 12:05:27 <Samu> to have ships not go too far from the coast 12:05:28 <Eddi|zuHause> it makes a BFS, and counts how many tiles away from the shore you are... 12:05:32 <andythenorth> https://github.com/OpenTTD/OpenTTD/pull/7213 12:05:45 <Samu> they can go far, but not that far 12:05:50 <nielsm> shouldn't that depend on the ship? whether it's oceangoing or meant for shallow water? 12:06:16 <Samu> maybe perhaps 12:06:18 <nielsm> e.g. a river paddle steamer wouldn't want to go too far from the coast, but a large oil tanker probably prefers being on deeper ocean 12:06:30 <nielsm> don't put those assumptions into the pathfinder like that 12:06:43 <Eddi|zuHause> well, it technically isn't acutally a BFS, but whatever :) 12:08:02 <Samu> must fast forward like 10 years for depth 15 :( 12:09:00 <nielsm> yeah, I need to make mapgen produce proper depths right away 12:10:25 <nielsm> but ideally it should make "interesting" depths more than just a basic gradient 12:12:01 <andythenorth> I would treat that as a separate concern 12:12:07 <andythenorth> just let TGP do what it does for now 12:12:23 <andythenorth> the landscape gen is a problem above and below water :P 12:12:34 <nielsm> actually doesn't TGP make a full heightmap also for the parts that end up as below water? 12:12:48 <nielsm> i.e. the generator actually takes the heightmap and truncates it at sea level 12:15:21 *** rtrdd has quit IRC 12:17:26 <peter1138> Yes, that's normally. 12:17:28 <peter1138> ... -ly 12:17:53 <peter1138> Sea level is determined after the heightmap is generated. 12:18:43 <nielsm> so TGP does actually have a water depth that could be applied right away 12:18:56 <nielsm> then it's just making something for original and heightmaps 12:19:05 <nielsm> "just" 12:21:30 <Samu> [img]https://i.imgur.com/bQg4Uvm.png[/img] 12:21:43 <peter1138> You can do the same for heightmaps, I guess. 12:21:45 <Samu> they're avoiding the "deep sea" 12:29:47 <peter1138> Most heightmaps are broken by more than 15 height levels anyway. 12:34:23 <nielsm> make a bool trireme flag on ship models, then they can avoid deep sea 12:44:04 * andythenorth plots sandbox mode 12:51:02 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7924: Feature: Water tiles have a depth https://git.io/JvfWw 12:51:14 <nielsm> Samu: it makes proper depths right at mapgen now 12:51:40 <nielsm> (it can be very slow to do on large maps) 12:52:30 <nielsm> (since it has to visit every tile up to 16 times) 12:58:31 <FLHerne> nielsm: If depth 2 is navigable by anything, 16 seems like overkill 12:58:36 <FLHerne> Even for costs 13:02:51 <nielsm> heh I can see why you wouldn't want to use original mapgen for large maps: https://0x0.st/z78l.jpg 13:02:54 <nielsm> extremely samey 13:03:31 <nielsm> just marshland-like terrain in every direction 13:05:07 <Eddi|zuHause> TGP wasn't much better, it was all uniform hills 13:05:23 <Eddi|zuHause> until variety distribution appeared 13:05:32 <Eddi|zuHause> which also has some flaws 13:05:53 <Eddi|zuHause> like long narrow maps look horrible 13:07:08 <nielsm> you also really begin to notice the mapgen sprite patterns like this: https://0x0.st/z78D.jpg 13:07:41 <andythenorth> :P 13:07:58 <andythenorth> the fundamental of using sprite for mapgen intrigues me though 13:08:01 <andythenorth> maybe just more :P 13:08:23 <nielsm> yeah really you could make newgrf-based map generator sets 13:09:06 <Eddi|zuHause> you need some combinatorics to make it less repetitive, though 13:11:37 <Samu> heh you didn't fix the crash 13:11:43 <Samu> let me retry 13:12:16 <nielsm> no I didn't look at that part 13:17:28 <Samu> [img]https://i.imgur.com/htW9X8e.png[/img] still crashes 13:19:02 <nielsm> yes I just said I didn't fix it yet 13:19:05 <nielsm> I have a fix now 13:19:55 <DorpsGek_III> [OpenTTD/binaries-proxy] TrueBrain merged pull request #9: Switch to GitHub Actions https://git.io/JvfWd 13:20:07 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7924: Feature: Water tiles have a depth https://git.io/JvfWw 13:22:07 <Samu> you could include CheckForDockingTile(tile); 13:22:12 <Samu> but it's ok 13:22:27 <nielsm> it's a logically separate step 13:23:00 <nielsm> and the compiler will probably do the same thing anyway 13:23:27 <TrueBrain> I am going to switch over the downloads to AWS (from DigitalOcean). This should happen without interruptions .. let me know if that isn't the case :) 13:23:43 * nielsm does not download ottd on most days 13:24:34 <TrueBrain> no, but the people that do will make sure to let you know in very clear language if it is broken 13:24:35 <TrueBrain> :D 13:29:21 <DorpsGek_III> [OpenTTD/binaries-proxy] TrueBrain opened pull request #10: Fix: no longer log 2XX/3XX with this Docker https://git.io/Jvf65 13:29:28 <TrueBrain> right, that is a bit too much data to send to cloudwatch :D Haha :) 13:29:32 <TrueBrain> silly defaults :P 13:29:52 <Samu> regression failing :o 13:30:37 <Samu> something about build water depot turning false 13:30:43 <Samu> it failed to build the ship depot :p 13:30:51 <nielsm> heh 13:31:59 <Samu> https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=5212&view=logs&j=4f922444-fdfe-5dcf-b824-02f86439ef14&t=4c4abf72-efdc-56c9-eda1-40e8147e4c4d&l=776 13:32:25 <DorpsGek_III> [OpenTTD/binaries-proxy] TrueBrain merged pull request #10: Fix: no longer log 2XX/3XX with this Docker https://git.io/Jvf65 13:32:59 <crazystacy> nielsm, that mapgen doesn't look *too* ba 13:33:00 <crazystacy> d 13:33:06 <crazystacy> there's some charm in its ugliness 13:40:53 <TrueBrain> okay, binaries-proxy is switched .. logs are clean, so that is good :) 13:42:56 <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain merged pull request #14: Reworked GitHub Actions https://git.io/JvfWz 13:43:00 <TrueBrain> time to do DorpsGek .. that will be interesting 13:49:59 <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain opened pull request #15: Fix: [Actions] Dorpsgek only runs on production, not on staging https://git.io/Jvfiq 13:54:15 *** glx has joined #openttd 13:54:15 *** ChanServ sets mode: +v glx 13:57:52 <DorpsGek_III> [OpenTTD/OpenTTD] Milek7 opened pull request #7928: Fix: avoid using string pointer after scope end https://git.io/Jvfin 13:59:07 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh approved pull request #7928: Fix: avoid using string pointer after scope end https://git.io/JvfiW 13:59:50 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7926: Fix: Use after return for stack allocated object https://git.io/Jvfi0 13:59:50 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh closed pull request #7926: Fix: Use after return for stack allocated object https://git.io/JvfE5 14:01:15 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7922: Improved logic of sharing industry production between stations https://git.io/JvvB1 14:01:20 <nielsm> okay let's see if TGP can do deep water now 14:01:55 <crazystacy> installed visual studio code for the first time. "error code -23913". microsoft, it's good to be back after 10 years 14:05:59 <LordAro> crazystacy: i've gotten good at recognising what 0xC0000005 (segfault) is as a signed integer 14:06:02 <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain updated pull request #15: Fix: [Actions] Dorpsgek only runs on production, not on staging https://git.io/Jvfiq 14:06:07 <LordAro> (don't recognise that though) 14:07:04 <crazystacy> i was lacking Mono apparently 14:07:33 <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain updated pull request #15: Fix: [Actions] Dorpsgek only runs on production, not on staging https://git.io/Jvfiq 14:07:45 <crazystacy> i am sure if i googled the error code i'd come to some Microsoft website with a big cryptic headline "error code -12345". with 10 steps in big letters. step 10 being "install mono", which is what i did. 14:07:54 <crazystacy> "was this page helpful?" 14:08:03 <crazystacy> we will pipe the reply directly into bill gates' brain 14:08:33 <LordAro> ^^ 14:09:18 <crazystacy> i think i once called microsoft customer support 14:09:24 <crazystacy> aka my dark ages 14:09:27 <Eddi|zuHause> i don't remember ever coming across a microsoft help page where i would have answered "yes" 14:09:37 <crazystacy> then i started using linux and i never had to ask anyone for help again 14:10:04 <TrueBrain> that is impressive; you invented a brain-interface with that? :) 14:10:17 <crazystacy> it's more like a cattleprod attached to his skull 14:10:54 <TrueBrain> LordAro: LGTM is fucking slow :P It is annoying to wait for its result :P 14:13:35 <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain merged pull request #15: Fix: [Actions] Dorpsgek only runs on production, not on staging https://git.io/Jvfiq 14:14:47 <glx> https://code.visualstudio.com/docs/supporting/requirements <-- of course the requirement page is useful ;) 14:15:39 <Eddi|zuHause> there's no mention of mono on that 14:16:01 <glx> just .NET framework for windows indeed 14:16:17 <glx> (usually means mono on other OS) 14:16:57 <Samu> im doing nasty things to ApplyWaterClassSpeedFrac 14:18:49 <TrueBrain> okay, it appears the new DorpsGek is deployed ... difficult to test, so lets redirect some traffic to it :) 14:18:53 <DorpsGek_III> [OpenTTD/OpenTTD] Milek7 opened pull request #7929: Fix: correct checking of fluid_settings_setnum return code https://git.io/Jvfi9 14:19:38 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh approved pull request #7929: Fix: correct checking of fluid_settings_setnum return code https://git.io/Jvfi7 14:22:41 *** Flygon has quit IRC 14:23:28 <TrueBrain> oops, that DNS change was wrong .. we might be losing some GitHub messages here :D 14:24:32 *** Progman has quit IRC 14:25:59 *** DorpsGek_III_ has joined #openttd 14:25:59 <DorpsGek_III_> [OpenTTD/DorpsGek] TrueBrain opened issue #16: Hits on /healthz are logged https://git.io/Jvfix 14:26:06 <TrueBrain> there we go 14:26:35 <glx> voiced it on .notice :) 14:30:05 <nielsm> oops this is wrong https://0x0.st/z7Kh.jpg 14:31:02 <glx> indeed 14:34:47 <peter1138> Nice. 14:37:57 <DorpsGek_III_> [OpenTTD/DorpsGek] TrueBrain opened pull request #17: Fix: no longer log 2XX/3XX responses https://git.io/JvfP2 14:41:36 <TrueBrain> anyone up for a quick review ^^ ? :) 14:44:01 <glx> looks good to me, but I'm not very good with python :) 14:45:24 <TrueBrain> I am, so that helps :P But I was more wondering if this flow makes sense, so I guess it does :) 14:46:08 <TrueBrain> we are now running on 0.15% CPU usage ... OWH NO! I am not sure if we can handle any more :P 14:46:26 <TrueBrain> and 1.5% memory usage .. 14:46:34 <TrueBrain> I love writing efficient shit :D 14:47:34 <DorpsGek_III_> [OpenTTD/DorpsGek] TrueBrain closed issue #16: Hits on /healthz are logged https://git.io/Jvfix 14:47:37 <DorpsGek_III_> [OpenTTD/DorpsGek] TrueBrain merged pull request #17: Fix: no longer log 2XX/3XX responses https://git.io/JvfP2 14:47:57 <nielsm> added some spooky things :P https://0x0.st/z7PN.png 14:48:09 <TrueBrain> so if there are no weird reports tonight, I will shut down the k8s cluster .. happy days :) 14:48:29 <TrueBrain> nielsm: make water transparent, so you can see the bottom! 14:48:36 <nielsm> yeah no :P 14:48:46 <Samu> dodododo, making ships as slow as 0 km/h, I'm so bad at math 14:50:04 <TrueBrain> LordAro: I just made a tag,but nothing happened :( 14:50:58 <nielsm> yeah this seems to be some decent results from TGP actually: https://0x0.st/z7PA.jpg 14:51:04 <nielsm> as far as water depth goes 14:53:03 <Eddi|zuHause> nielsm: that picture hurts my eyes and i don't see anything 14:53:11 *** DorpsGek_III_ has quit IRC 14:53:18 <nielsm> lol 14:54:04 <LordAro> TrueBrain: :( 14:55:24 *** DorpsGek_III_ has joined #openttd 14:55:24 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro merged pull request #7929: Fix: correct checking of fluid_settings_setnum return code https://git.io/Jvfi9 14:55:33 <DorpsGek_III_> [OpenTTD/DorpsGek] TrueBrain opened pull request #18: Fix: also import the new tag module https://git.io/JvfPb 14:55:36 <TrueBrain> really stupid bug LordAro :D 14:55:48 <LordAro> ... 14:55:58 <TrueBrain> :D :D 14:56:04 <DorpsGek_III_> [OpenTTD/DorpsGek] LordAro approved pull request #18: Fix: also import the new tag module https://git.io/JvfPN 14:56:08 <nielsm> Eddi|zuHause then enjoy it zoomed out: https://0x0.st/z7PQ.jpg 14:56:13 <TrueBrain> we both failed, so that makes it a bit better :P 14:56:29 <LordAro> TrueBrain: clearly the CI should've caught it 14:56:30 <LordAro> somehow 14:56:33 <TrueBrain> :D 14:58:24 <Samu> raw_speed *= (256 - (depth >= WATER_DEPTH_DEEP ? this->ocean_speed_frac : this->canal_speed_frac)) / 256; 14:58:25 <Samu> return raw_speed * (256 - ((WATER_DEPTH_MAX - depth) << 1)) / 256; 14:58:31 <Samu> testing this 14:58:43 <Samu> my math is still bad 14:59:03 <glx> always 0 Samu 14:59:24 <TrueBrain> that are two horrible lines of code :P 14:59:27 <TrueBrain> what happened to variables? 14:59:31 <glx> (256 - anything) / 256 is <1 so 0 14:59:32 <TrueBrain> do we punish people now for usingthose? 14:59:59 <TrueBrain> glx: with the assumption that 'anything' is smaller than 256, ofc 15:00:06 <TrueBrain> (and bigger than 0) 15:00:35 <glx> (I think it's a valid assumption) 15:00:42 <TrueBrain> I agree :D 15:01:03 <Samu> damn 0 15:01:05 <Samu> ruining my day 15:01:47 <TrueBrain> glx: btw, it is "a * (256 - anything) / 256". That changes it ofc a bit 15:01:56 <TrueBrain> owh,the first line 15:01:57 <TrueBrain> nevermind :P 15:02:02 <TrueBrain> those lines of code are just horrible 15:02:04 <glx> depending on how the compiler reorder things the division can happen first 15:02:21 <TrueBrain> yeah, sorry, the first line makes it 0 15:02:25 <TrueBrain> the second line should be fine 15:02:35 <TrueBrain> I am just going to stop trying to understand what the fuck that is :P 15:02:42 <DorpsGek_III_> [OpenTTD/DorpsGek] TrueBrain merged pull request #18: Fix: also import the new tag module https://git.io/JvfPb 15:07:04 *** DorpsGek_III_ has quit IRC 15:08:08 *** DorpsGek_III_ has joined #openttd 15:08:18 <DorpsGek_III_> [OpenTTD/DorpsGek] TrueBrain created new tag: 1.0.1 https://git.io/JvfPj 15:08:25 <TrueBrain> LordAro: ^^ :D \o/ 15:09:15 <DorpsGek_III_> [OpenTTD/website] TrueBrain created new tag: 1.2.2 https://git.io/JvfXU 15:09:21 <TrueBrain> how sweet :D 15:09:29 <Samu> i really should stop testing newgrfs 15:09:34 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh updated pull request #7924: Feature: Water tiles have a depth https://git.io/JvfWw 15:09:48 <Samu> a ship says 30 km/h in the purchase list 15:09:54 <Samu> then it actually moves at 35 km/h 15:10:38 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh approved pull request #7930: Fix: Silence all notes when stopping song in fluidsynth https://git.io/JvfXL 15:11:34 <nielsm> milek7_: as you can perhaps guess I don't use linux as a day to day system, and it's a big hassle for me to boot up the laptop I use for it :) 15:11:53 <nielsm> so I don't find or have much personal incentive to fix the little things 15:14:30 <Samu> nielsm can u test this? Harbour Point Utility Vessel says it moves at 30 km/h, but then once you have it running, it says 35 km/h in vehicle window 15:15:22 <nielsm> yes there's some weird things with those ship speeds, I don't know what's up with it 15:20:13 <DorpsGek_III_> [OpenTTD/OpenTTD] TrueBrain opened pull request #7931: Add: [DorpsGek] announce new tags on IRC https://git.io/JvfXa 15:25:44 *** heffer_ has quit IRC 15:27:18 *** heffer has joined #openttd 15:27:47 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 approved pull request #7931: Add: [DorpsGek] announce new tags on IRC https://git.io/JvfX5 15:28:30 <Samu> must simplify this 15:28:32 <Samu> return raw_speed * (256 - (min(256, depth >= WATER_DEPTH_DEEP ? this->ocean_speed_frac + (WATER_DEPTH_MAX - depth) : this->canal_speed_frac + (WATER_DEPTH_MAX - depth)))) / 256; 15:29:05 <Samu> the deeper, the faster, the shallower, the slower 15:29:24 <nielsm> you could start by splitting it into more intermediate variables 15:30:13 <nielsm> variables are not dangerous, they don't make things slow 15:30:24 <Samu> it seems im doing this wrong yet, but ok variables 15:30:27 <nielsm> they are there to help you make sense of the code 15:31:04 <nielsm> modern compilers are pretty smart, they can do lots of expression simplification and optimisations across many lines of code 15:31:05 <glx> long lines full of operators are unreadable ;) 15:31:10 <nielsm> elide constants 15:31:35 <glx> especially if you add ternary in the line 15:31:43 <nielsm> all sorts of things that are difficult to think about and make the code harder to understand if written as it ends up in the machine code 15:32:38 <nielsm> so write code for others to read and understand 15:32:59 <Samu> it's doing the opposite of what i want :o moving faster on shalow, and slower on deep 15:34:22 <andythenorth> I have experimented with pax 15:34:25 <andythenorth> and cdist is broken 15:34:30 <andythenorth> not buggy, just broken 15:35:17 <glx> why ? 15:35:36 <glx> overflowed stations ? 15:36:43 <nielsm> classic pax: passengers go to the nearest station and hop on the first train they possibly can, get off at next stop 15:37:26 <nielsm> cdist pax: passengers go to the nearest station and pull a lottery ticket made by taking all seat numbers in the next 10 departures 15:38:03 <andythenorth> I turned town growth right down as an experiment 15:38:26 <andythenorth> specifically 'slow' with town road building forbidden 15:38:47 <DorpsGek_III_> [OpenTTD/OpenTTD] James103 commented on pull request #7924: Feature: Water tiles have a depth https://git.io/Jvf1J 15:39:03 <andythenorth> I've connected 8 big cities with 3k-8k popn 15:39:28 <andythenorth> and a bunch of smaller peripheral towns 15:39:48 <andythenorth> with 5 big cities connected, I could clear the stations 15:40:10 <andythenorth> but adding a couple more tipped it over so that there's always 2k-5k pax waiting 15:40:40 <andythenorth> I've added enough trains that most stations now have a queue for entry 15:41:18 <andythenorth> my track layouts aren't co-op efficient but eh 15:42:12 <andythenorth> I don't think there's a solution btw, nerfing town pax production isn't going to be fun 15:43:03 <nielsm> are you doing point to point, or mainline visiting all stations? 15:43:24 <andythenorth> it's a long linear line, with star feeders 15:43:38 <andythenorth> there are trains that do all stations, and some that skip 15:43:50 <glx> if all stations are interconnected cdist is crazy 15:44:01 <andythenorth> the intent of the skipping is that it stops A->G passengers blocking B, C, D, E, F etc 15:45:23 <andythenorth> what I don't know is if that just creates back pressure 15:45:42 <andythenorth> pax might be going A->G->F->E->D->C->B 15:45:48 <andythenorth> I've seen cdist do that with freight 15:45:51 <andythenorth> harder to tell with pax 15:46:17 <Eddi|zuHause> E->A->D->G->H->E? 15:46:24 <glx> yeah it probably adds a link and try to use it for other links 15:46:32 <Samu> cargo over a big number , i think 4096, gets instantly 0'ed 15:46:41 <Samu> i guess all packets are gone 15:47:42 <Eddi|zuHause> cargodist is notably horrible with handling overcrowded links 15:48:21 <Eddi|zuHause> whenever my cargodist overflows passengers, i increase the distance influence 15:50:29 <Samu> yes, it's finally doing what I want 15:53:12 <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7924: Feature: Water tiles have a depth https://git.io/Jvf18 15:54:12 <Samu> this looks more readable now 15:54:14 <Samu> https://pastebin.com/2Lggjucm 15:54:48 <Samu> that uint should be perhaps WaterDepth 15:57:34 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on pull request #7924: Feature: Water tiles have a depth https://git.io/Jvf12 15:58:08 <Samu> that byte is maybe wrong 15:58:14 <Samu> will overflow 16:00:28 <Samu> https://pastebin.com/uVsah43X better, but maybe less readable 16:01:21 <DorpsGek_III_> [OpenTTD/OpenTTD] TrueBrain merged pull request #7931: Add: [DorpsGek] announce new tags on IRC https://git.io/JvfXa 16:01:27 <andythenorth> wow 16:01:44 <andythenorth> the difference between 0% and 20% distance effect on demand 16:01:51 <andythenorth> is signifcant 16:03:13 <TrueBrain> around 20%, you think? 16:03:30 <TrueBrain> well, from 0 to 20 is infinite higher, I guess 16:04:31 <andythenorth> I don't know what it's 20% of :) 16:04:39 <andythenorth> I guess the tile distance is in the src somewhere 16:05:44 <peter1138> What's the best engine for playing Doom or Heretic? 16:07:29 <nielsm> depends on what kind of doom or heretic you want to play, I think 16:07:33 <nielsm> :D 16:08:10 <andythenorth> I switched to gzdoom 16:08:12 <nielsm> gzdoom or prboom are those I remember hearing most about 16:08:26 <peter1138> Using gzdoom at the moment. Some things are... not right :p 16:08:45 <nielsm> (but frankly doom is not much of a nostalgia trip for me, I prefer quake 1) 16:09:17 *** andythenorth has quit IRC 16:10:56 <DorpsGek_III_> [OpenTTD/OpenTTD] kiwitreekor updated pull request #7575: Feature: Add industry production graph https://git.io/fjc3i 16:13:02 *** snail_UES_ has joined #openttd 16:19:06 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro merged pull request #7930: Fix: Silence all notes when stopping song in fluidsynth https://git.io/Jvf1F 16:21:16 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh updated pull request #7924: Feature: Water tiles have a depth https://git.io/JvfWw 16:21:17 *** snail_UES_ has quit IRC 16:23:20 <peter1138> Playing original Doom winds up some of my... younger friends. 16:23:31 <peter1138> "You've got an RTX 2080 and you play THAT?!" 16:26:13 *** frosch123 has joined #openttd 16:32:17 <DorpsGek_III_> [OpenTTD/OpenTTD] frosch123 opened pull request #7932: Fix #7925: Reset temporary saveload data at the start of loading. https://git.io/JvfMr 16:34:18 <LordAro> ooh, frosch123 PR 16:36:16 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro approved pull request #7932: Fix #7925: Reset temporary saveload data at the start of loading. https://git.io/JvfM1 16:40:13 *** Pikka has quit IRC 16:40:54 *** snail_UES_ has joined #openttd 16:42:23 *** snail_UES_ has quit IRC 16:42:45 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro requested changes for pull request #7575: Feature: Add industry production graph https://git.io/JvfMx 16:47:36 *** snail_UES_ has joined #openttd 17:03:03 <Eddi|zuHause> peter1138: what else would you play with an RTX 2080? 17:03:58 <Eddi|zuHause> that card is probably worth more than my whole computer :p 17:05:17 *** Wormnest has joined #openttd 17:20:44 *** snail_UES_ has joined #openttd 17:20:45 <DorpsGek_III_> [OpenTTD/OpenTTD] James103 commented on pull request #7924: Feature: Water tiles have a depth https://git.io/JvfDQ 17:23:47 <peter1138> Eddi|zuHause, well, costs more, worth is a bit too subjective :) 17:24:37 <Eddi|zuHause> i bought an RX 580 for like 130€ 17:25:27 <Eddi|zuHause> and my entire other computer was 800€, 9 years ago 17:26:13 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh updated pull request #7924: Feature: Water tiles have a depth https://git.io/JvfWw 17:26:20 <SpComb> RTX 2080 might be worth it for Transport Fever? :P 17:26:54 <SpComb> going into 1980 with most of the map built out, and FPS is dropping 17:27:22 <Eddi|zuHause> (that's not 100% true, i bought more storage for 300€ inbetween, and ram for 40€) 17:28:06 <Eddi|zuHause> (and another graphics card for 100€, that died half a year ago) 17:28:30 <DorpsGek_III_> [OpenTTD/OpenTTD] James103 opened issue #7933: [Azure Pipelines] #7924: The word "canceled" is misspelled. https://git.io/JvfDb 17:31:08 <peter1138> ... 17:31:47 <nielsm> that's not even a bug in ottd's anything is it 17:32:23 <LordAro> i don't think so 17:33:05 <DorpsGek_III_> [OpenTTD/OpenTTD] PeterN commented on issue #7933: [Azure Pipelines] #7924: The word "canceled" is misspelled. https://git.io/JvfDb 17:34:54 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on issue #7933: [Azure Pipelines] #7924: The word "canceled" is misspelled. https://git.io/JvfDb 17:34:54 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh closed issue #7933: [Azure Pipelines] #7924: The word "canceled" is misspelled. https://git.io/JvfDb 17:36:22 <LordAro> peter1138: tfw you have to look up the key for windscreen wipers in ETS2 17:38:09 <Eddi|zuHause> my dictionary says "canceled(AE)/cancelled(BE)" 17:39:23 <Eddi|zuHause> also, i shouldn't have 2 install processes downloading multiple GB at once 17:39:38 <Eddi|zuHause> ... and watch an online video at the same time 17:40:21 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on pull request #7924: Feature: Water tiles have a depth https://git.io/JvfyT 17:41:09 <nielsm> gah it's so hard to get a debugger attached to the regression tests 17:41:35 <LordAro> just run the same command they do? 17:41:41 <Eddi|zuHause> sounds like something that should be added to the makefile? 17:41:58 <LordAro> Eddi|zuHause: attaching gdb is part of the script 17:42:07 <LordAro> attching via VS is harder to do from a makefile though 17:42:14 <nielsm> I don't use gdb on windows with visual studio 17:42:29 <Eddi|zuHause> LordAro: i always find it non-trivial to find out what command is actually being run 17:43:08 <LordAro> https://github.com/OpenTTD/OpenTTD/blob/master/bin/ai/regression/run.sh#L44 NOT THAT COMPLICATED 17:43:17 <LordAro> OOPS CAPS 17:43:22 <crazystacy> rude 17:43:38 <Eddi|zuHause> RUDE 17:44:10 <Eddi|zuHause> LordAro: yeah, but looking at a script that is 4 levels deep in some subdirectory runs as "non-trivial" in my book 17:48:17 <LordAro> Eddi|zuHause: not wrong, it could echo the command it's running 17:49:40 <nielsm> I have no idea why this is crashing... 17:50:24 <Eddi|zuHause> so, i just got frostpunk, what are the odds of me failing horribly? 17:50:31 <nielsm> I try building a depot on the same tiles as the script does, and then destroy it from the same tile as the script 17:50:34 <nielsm> and it does not crash 17:51:00 <nielsm> but I also can't get the regression AI to load it seems? 17:51:20 <Eddi|zuHause> then you haven't isolated the conditions it crashing from... 17:56:38 <glx> frostpunk is not easy (from streams I've watched) 17:58:13 <Samu> maybe saveload conversion is crashing? 17:59:56 <glx> looks like an infinite loop in the regression 18:00:37 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh updated pull request #7924: Feature: Water tiles have a depth https://git.io/JvfWw 18:02:01 <glx> oh no, I know, it's the crash window 18:02:11 <glx> I remember seeing that before 18:02:44 <nielsm> yeah macos hangs if regression crashes 18:03:13 <glx> windows used to hang too 18:03:34 <glx> but IIRC I disabled crash window in dedicated 18:04:10 <nielsm> it actually uses null_v not dedicated_v for regressions 18:04:22 <glx> well or null_v 18:04:50 <glx> (was not recent) 18:05:56 <glx> https://github.com/OpenTTD/OpenTTD/commit/6a2735d24ed54158b93eac217e803dcd89f67a9e#diff-746383c859cdb7dafa1fe6141fb364e1 18:06:00 <glx> ah no it was not me 18:06:11 <DorpsGek_III_> [OpenTTD/OpenTTD] James103 commented on pull request #7932: Fix #7925: Reset temporary saveload data at the start of loading. https://git.io/Jvfyo 18:06:15 <nielsm> and regressions were failing for me locally not because of a crash or because of an actual failure, but because it found two copies of the same game script, which I had one of in my regular (stable) profile folder, and one in my development folder 18:07:26 <nielsm> James103 should really get onto irc so some of those rather over-excited and IMHO somewhat pointless comments and reports could be skipped 18:07:28 <nielsm> :s 18:07:49 <Samu> [img]https://i.imgur.com/Qt3WSWO.png[/img] - even vanilla ships get altered 18:07:54 <Samu> I like this 18:08:03 <Samu> look at their speeds 18:08:19 <glx> please don't put the [img] tag ;) 18:08:41 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh merged pull request #7932: Fix #7925: Reset temporary saveload data at the start of loading. https://git.io/JvfMr 18:08:42 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh closed issue #7925: A certain save-game corrupts the title screen sprites when loaded. https://git.io/Jvf40 18:09:24 <Samu> and now the awesome code math around it 18:09:50 <glx> but speed on river should be a newgrf property :) 18:10:16 <Samu> it's about to not be :o 18:10:39 <glx> every data from newgrf must be defined by the newgrf author 18:10:45 <glx> that's the point of newgrf 18:10:45 <Samu> https://pastebin.com/rEeeK38D 18:10:55 <Samu> the code that corrects ship speed 18:11:38 <Samu> /* Purchase cost - Max speed */ 18:11:38 <Samu> uint raw_speed = e->GetDisplayMaxSpeed(); 18:11:38 <Samu> uint ocean_speed = e->u.ship.ApplyWaterClassSpeedFrac(raw_speed, WATER_DEPTH_MAX); 18:11:38 <Samu> uint canal_speed = e->u.ship.ApplyWaterClassSpeedFrac(raw_speed, WATER_DEPTH_MIN); 18:11:44 <Samu> the speeds displayed in gui 18:14:42 <Samu> took me 4 hours to get my maths working the way I wanted 18:15:11 <Samu> the effect is beautiful in my opinion 18:15:34 <Samu> ships move slower/faster, depending on the distance they are to the shore 18:15:44 <Samu> they're no longer pegged to max speed constantly 18:15:53 *** andythenorth has joined #openttd 18:17:13 <glx> oh but it's using engine data so it should be good 18:25:15 <snail_UES_> hey andythenorth, what did you end up deciding about your steamers’ animation? 18:25:26 <andythenorth> no animation 18:25:37 <snail_UES_> I see, so no rods either right? 18:25:47 <snail_UES_> what made you think so? 18:25:55 *** zvxb has joined #openttd 18:29:27 <andythenorth> general appearance 18:29:46 <andythenorth> rods look like https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQH-po1boWlReLh-hpT5RwOaDtBlFZ6YfYgTg7CuaPXIMZpAIHt&s 18:30:03 *** Progman has joined #openttd 18:30:42 <glx> hide the wheels behing a plate, better for air drag :) 18:33:31 <Samu> I wonder how many AIs will fail now thx to the depot requirements 18:34:02 <glx> well it's still a draft ;) 18:35:22 <andythenorth> glx: also means HE will explode on the wheels and eat the shell before it hits main armour 18:35:34 <andythenorth> oh wait, trains aren't tanks? :o 18:35:59 <crazystacy> what's all this talk about trains? 18:37:27 *** zvxb has quit IRC 18:38:33 <snail_UES_> andythenorth: so visible, but motionless rods? 9.9 18:38:49 <andythenorth> I didn't 18:38:59 <andythenorth> snail_UES_: https://firs-test-1.s3.eu-west-2.amazonaws.com/iron-horse/docs/html/tech_tree_table_red.html 18:39:19 <andythenorth> I'm not happy with steam engine sprites yet, I need to learn how to draw them 18:40:20 <glx> https://github.com/OpenTTD/OpenTTD/blob/a4be4514c9206355af120106e00c18eca8b5d75a/src/os/macosx/crashlog_osx.cpp#L220-L247 <-- I think this function needs to check for video driver in 3 different places 18:44:01 *** zvxb has joined #openttd 18:44:11 <snail_UES_> steamers are all about shading :) 18:45:01 *** zvxb has quit IRC 18:45:05 <snail_UES_> it seems you made the 2nd pixel from top as the brightest one... 18:45:19 <glx> or the multiple definitions for ShowMacDialog() in macos.mm should check the video driver 18:45:23 *** WormnestAndroid has joined #openttd 18:45:40 <snail_UES_> I’d suggest to move it down to the 3rd, because of the way we “view” the world in the TTD perspective. It’s quite from the top 18:45:50 <DorpsGek_III_> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JvfSX 18:45:50 <DorpsGek_III_> - Update: Translations from eints (by translators) 18:46:06 <snail_UES_> I used to do the same as you in my older sprites and are changing now.. it looks better (of course, only for the big steamers) 18:47:38 *** crazystacy has quit IRC 18:48:19 <Samu> https://i.imgur.com/lf60Rsl.png game with 5000 ships, nonocab using buoys 18:48:22 <snail_UES_> also, 45mph for NG steamers in 1860 is just beyond insane :D :D 18:48:31 <Samu> the profits went down 18:48:38 <Samu> I expected worse 18:48:44 <snail_UES_> 35 would be more realistic… and even then it’d be “too” fast 18:51:40 <Samu> i'm making buoys relatively inneffective with these speed changes 18:51:57 <Samu> innefficient* 18:53:54 <andythenorth> snail_UES_: you're right, the boiler shading should be changed https://firs-test-1.s3.eu-west-2.amazonaws.com/iron-horse/docs/html/trains.html#tank_car_pony_gen_3C 18:54:03 <andythenorth> the tank wagons are correct, the steam engines are wrong 18:55:01 <Samu> AIs will have to trust pathfinders more now than before, and not relly on buoys... funny how things have turned 18:55:51 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 opened pull request #7934: -Fix: [OSX] Don't show a crash/assertion message box for a GUI-less video driver. https://git.io/JvfSd 18:56:13 * glx likes to write code he can't test 18:56:48 <andythenorth> so now I have to crash openttd on macos? :P 18:59:41 <snail_UES_> andythenorth: yep. I’m doing the same work on my steamers 19:00:52 <andythenorth> I have learnt many tricks to prevent diesels looking like rectangles 19:01:01 <andythenorth> but steam...not so much 19:05:45 <snail_UES_> steamers require exercise 19:05:57 <snail_UES_> more than shaping, it’s about shading 19:06:22 <snail_UES_> and detailing 19:15:46 <TrueBrain> right ... just shut down the k8s cluster ... we will see if I forgot anything :D 19:19:51 *** DorpsGek_III has quit IRC 19:20:03 <TrueBrain> there it goes :) 19:20:52 <TrueBrain> now "all" we have to do is port OpenTTD's CI to GitHub Actions :D 19:21:12 <TrueBrain> with the "cache" step it also means the ugly process of the Windows files can be solved a lot nicer 19:24:13 <DorpsGek_III_> [OpenTTD/website] TrueBrain opened pull request #144: Remove: [AzurePipelines] cleanup as we switched to GitHub Actions https://git.io/Jvf9r 19:25:20 <DorpsGek_III_> [OpenTTD/binaries-proxy] TrueBrain opened pull request #11: Remove: [AzurePipelines] cleanup as we switched to GitHub Actions https://git.io/Jvf9K 19:28:36 <DorpsGek_III_> [OpenTTD/binaries-proxy] TrueBrain updated pull request #11: Remove: [AzurePipelines] cleanup as we switched to GitHub Actions https://git.io/Jvf9K 19:28:46 <TrueBrain> hmm .. I found a bug in the deployment flow .. hmm ... time to figure out what broke :) 19:30:25 <DorpsGek_III_> [OpenTTD/DorpsGek] TrueBrain opened pull request #19: Add: badges to indicate the state of this repository https://git.io/Jvf9Q 19:36:17 <DorpsGek_III_> [OpenTTD/binaries-proxy] LordAro approved pull request #11: Remove: [AzurePipelines] cleanup as we switched to GitHub Actions https://git.io/JvfHf 19:36:24 <DorpsGek_III_> [OpenTTD/DorpsGek] LordAro approved pull request #19: Add: badges to indicate the state of this repository https://git.io/JvfHJ 19:36:31 <DorpsGek_III_> [OpenTTD/website] LordAro approved pull request #144: Remove: [AzurePipelines] cleanup as we switched to GitHub Actions https://git.io/JvfHU 19:37:40 <DorpsGek_III_> [OpenTTD/website] TrueBrain merged pull request #144: Remove: [AzurePipelines] cleanup as we switched to GitHub Actions https://git.io/Jvf9r 19:37:47 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro merged pull request #7914: Town, station and industry directory window sorting performance improvements https://git.io/Jej92 19:38:36 <DorpsGek_III_> [OpenTTD/binaries-proxy] TrueBrain merged pull request #11: Remove: [AzurePipelines] cleanup as we switched to GitHub Actions https://git.io/Jvf9K 19:38:43 <LordAro> LOUD NOISES 19:38:58 <DorpsGek_III_> [OpenTTD/DorpsGek] TrueBrain merged pull request #19: Add: badges to indicate the state of this repository https://git.io/Jvf9Q 19:39:00 <TrueBrain> :D 19:39:23 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro approved pull request #7791: GS method to control engine availability for a specific company https://git.io/JvfHO 19:41:58 <LordAro> when do we think we should do beta3/RC1 ? 19:45:04 <TrueBrain> 3 months ago? :P 19:47:53 <LordAro> well yes, but taking into account that beta2 was 3 weeks ago 19:48:20 <andythenorth> I have played 150 years of beta 2 19:48:21 <andythenorth> or so 19:50:59 <TrueBrain> LordAro: the biggest question is: is 1.10 feature complete? 19:51:03 <TrueBrain> or is there anything else pending? 19:52:25 <Samu> nielsm, look at the last commit, https://github.com/OpenTTD/OpenTTD/compare/master...SamuXarick:based-on-7924?expand=1 19:52:30 <Samu> would you like to test? 19:52:37 <Samu> cherry pick the commit 19:57:48 <milek7_> does any crash for corrupted savegame is reportable bug? 19:57:52 <milek7_> or it is limited to savegames that could be reasonably generated with game? 19:59:08 <LordAro> milek7_: depends how easy it is to fix :p 19:59:26 <LordAro> TrueBrain: https://github.com/OpenTTD/OpenTTD/milestone/2 no remaining features here, but not everything is necessarily added 20:00:43 <andythenorth> Daylength? o_O 20:00:45 <andythenorth> for 1.10? 20:00:58 * LordAro puts andythenorth back in his box 20:02:24 <TrueBrain> I see that the ICU keeps being pushed backwards :D 20:02:29 <TrueBrain> or forwards, what-ever :P 20:03:20 <LordAro> turns out it's quite hard to rewrite the rendering engine 20:03:23 <LordAro> text rendering* 20:03:49 <LordAro> i don't feel it'll be done for 1.10, that's for sure 20:03:57 <DorpsGek_III_> [OpenTTD/actions] TrueBrain opened pull request #4: Several fixes for repository_dispatch https://git.io/JvfQt 20:04:28 <TrueBrain> so you can move that to 1.11 already :) 20:04:32 <dekeract[m]> LordAro: text rendering? Is it why industry names are too small in the map gui? 20:04:51 <LordAro> ha, no 20:05:00 <LordAro> you can blame Chris Sawyer for that one 20:05:16 <TrueBrain> lol, a PR from may? Maybe just close that .. clearly nobody cares enough :) 20:05:52 <nielsm> things I'd like to get in 1.10: 20:05:53 <nielsm> https://github.com/OpenTTD/OpenTTD/pull/7688 20:05:56 <TrueBrain> okay, fixed a nasty bug that pushed "master" to "production" .. that was an oopsie :) Luckily for "website" "master" was in fact a tag :) 20:05:58 <nielsm> https://github.com/OpenTTD/OpenTTD/pull/7729 20:06:02 <nielsm> https://github.com/OpenTTD/OpenTTD/pull/7859 20:06:07 <nielsm> https://github.com/OpenTTD/OpenTTD/pull/7868 20:06:08 <LordAro> nielsm: pls milestone 20:06:50 <DorpsGek_III_> [OpenTTD/actions] TrueBrain merged pull request #4: Several fixes for repository_dispatch https://git.io/JvfQt 20:07:01 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro commented on issue #6922: Replace ICU ParagraphLayout with something else? https://git.io/JvfQ3 20:07:12 <DorpsGek_III_> [OpenTTD/actions] TrueBrain created new tag: v1.0.3 https://git.io/JvfQs 20:07:18 <LordAro> \o/ 20:07:34 <nielsm> oh yeah, ICU... 20:07:43 <LordAro> nielsm: what are your thoughts on #7870 ? 20:07:59 <LordAro> it's going to create an awful lot of translator churn 20:08:47 <milek7_> LordAro: well, i'm asking because it's rather easy to generate crashing savegames with afl.. 20:08:55 <milek7_> but honestly I don't think it is worth to fix all these ;P 20:09:15 <milek7_> otoh some of it could be RCE when connecting to malicious server 20:09:34 <TrueBrain> milek7_: if you run AFL on network traffic, now that is interesting :D 20:10:32 <TrueBrain> we once run a fuzzer for over a week on network level 20:10:36 <nielsm> LordAro: as I wrote in my latest comment, I don't particularly like it, and I guess my main reason is that I think it's unnecessary 20:10:38 <TrueBrain> not sure if that was ever repeated 20:10:58 <nielsm> the style of the original tooltips and GUI in general is part of the flavour of the game 20:12:16 <nielsm> OTTD is a modernised retro game, while the contents is getting updates and improvements, the chrome should generally stay like something from 1994 20:12:23 <milek7_> https://i.imgur.com/rDAImAP.png 20:12:29 <LordAro> nielsm: i know what you mean 20:12:39 <LordAro> still, there should be some consistency 20:12:52 <LordAro> basically, it needs breaking down into logic changes that we can review individually? :D 20:13:11 <nielsm> yeah it might be easier to take if it's broken into smaller pieces 20:13:18 <TrueBrain> hmm .. if we make RC, does that mean cmake goes to master? As that would enable LGTM :D 20:13:40 <LordAro> milek7_: the issue is we don't really have any good way of recovering from invalid saves - most of the "correctness" is guarded by asserts, which obviously have no way to recover from, and are disabled in releases 20:14:02 <LordAro> TrueBrain: assuming it's actually mergable, which i'm pretty sure it isn't at this point :p 20:14:13 <glx> TrueBrain: once 1.10 branching is done we can merge cmake yes :) 20:14:21 <TrueBrain> LordAro: I am sure glx disagrees :P 20:14:21 <glx> maybe I need to rebase again 20:14:34 <nielsm> I still haven't tried the cmake branch myself... 20:14:40 <TrueBrain> you should! 20:14:43 <nielsm> have anyone tried how well it integrates with VS build? 20:14:50 <TrueBrain> worked like a charm for me 20:14:54 <glx> natively supported 20:15:00 <TrueBrain> well, with VS2019 20:15:06 <TrueBrain> VS2017 needs a bit of work (just a tiny bit) 20:15:18 <nielsm> so VS2015 is getting dropped too? 20:15:23 <TrueBrain> wasn't it already? 20:15:27 <nielsm> or, cmake probably has a generator for project files for it 20:15:37 <glx> cmake is a generator yes 20:15:39 <nielsm> 2015 is still supported, it should have all the C++11 parts we need 20:15:59 <TrueBrain> ah; it was said that it was going to be dropped anyway, when we started with CMake .. so I did not test VS2015 :) 20:16:10 <TrueBrain> honestly, supporting N and N-1 should really be sufficient 20:16:18 <nielsm> yeah there isn't much reason in supporting 2015 still 20:16:19 <TrueBrain> cmake will also drop GCC<old> and shit :P 20:16:29 <Samu> dbg: [sprite] Tried to load character sprite #242 as a normal sprite. Probable cause: NewGRF interference 20:16:45 <Samu> i'm getting tons of '?' over sea tiles 20:16:46 <nielsm> I think 2017 is the last version to have the winxp std libraries 20:16:46 <glx> but cmake -G "Visual Studio 2015" should work 20:17:08 <glx> it's just that since 2017 cmake is integrated in VS 20:17:19 <TrueBrain> lol, cmake even supports VS2008 20:17:20 <TrueBrain> silly 20:17:26 <glx> and support is even better in 2019 20:17:47 <nielsm> Samu, just disable/remove that block that draws water depths in debug builds 20:17:53 <TrueBrain> milek7_: can you share the patch you used to get afl working? (how are you targeting savegames, basically) 20:18:01 <nielsm> it's not supposed to be there forever anyway, just until a better method comes along 20:18:19 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro commented on pull request #7729: Add #7525: Allow autoreplace with same model vehicle https://git.io/JvfQV 20:18:23 <glx> andythenorth: I could probably add a temp commit to force a crash during regression 20:18:32 <TrueBrain> but yeah, I know LGTM shows a few places where corruption can happen .. so that might be really interesting to see :) 20:19:04 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro commented on pull request #7934: -Fix: [OSX] Don't show a crash/assertion message box for a GUI-less video driver. https://git.io/JvfQr 20:19:30 <TrueBrain> btw, LordAro, "glx22 force-pushed the TrueBrain:cmake branch from 80db1be to 1f5ecea 21 days ago" 20:19:42 <glx> I know LordAro, I know, I copy/paste the win32 message 20:19:46 <TrueBrain> but currently it indeed doesn't merge :P 20:19:52 <LordAro> TrueBrain: nyer 20:20:02 <TrueBrain> *stupid beta2 release* 20:20:03 <TrueBrain> :P 20:20:34 <milek7_> i just ugly patched loading intro code to take filename from cmdline 20:20:35 <TrueBrain> I am so happy everything is running in AWS now :D W00p \o/ 20:20:53 *** crazystacy has joined #openttd 20:21:06 <TrueBrain> well, "everything" 20:21:11 <TrueBrain> now some old stuff to migrate ... 20:21:32 <TrueBrain> milek7_: oof, so that is going really slow? :D 20:21:34 <LordAro> TrueBrain: be good to get the noai docs moved, they've looked a bit sad for a while 20:21:37 <LordAro> (personally) 20:21:47 <glx> so should I crash test #7934 (ie add an assert(false) somewhere in the source) ? 20:21:50 <TrueBrain> that should be easy now I guess .. 20:22:34 <TrueBrain> so .. we used to generate the docs of the latest major/minor 20:22:42 <milek7_> and placed _AFL_INIT() before it to save some time on initialization, instrumentation with afl-clang-fast 20:22:53 <nielsm> btw when are we adding crypto? :D signed savegames (detect tampered and warn about saves from untrusted people), encrypted multiplayer, secure and automatic authentication to companies in multiplayer 20:23:04 <milek7_> and of course using uncompressed savegames 20:23:07 <TrueBrain> nielsm: and HTTPS connections .. yes plz 20:23:12 <milek7_> it runs around 4 runs/s per core 20:23:17 <TrueBrain> milek7_: haha, yes, that is kinda required :P 20:23:24 <TrueBrain> yeah, okay, so really slow; fair enough :) 20:23:25 <LordAro> basic md5 would be a good start for working out whether a save is corrupted or not 20:23:39 <TrueBrain> ... he said md5 20:23:40 <TrueBrain> lolz 20:23:54 <LordAro> it's perfectly good as a checksum 20:24:00 <glx> md5 stored in the savegame ? 20:24:08 <TrueBrain> nielsm: we never added a crypto library, as that kinda grows OpenTTD .. but given its size nowedays, I guess nobody would really notice :) 20:24:13 <LordAro> we're not going to get collisions from savegames 20:24:16 <milek7_> at least CRC32 doesn't pretend it is for security ;P 20:24:16 <nielsm> well corrupted saves usually mean the game writing the save wrote exactly what it intended to and you received that exact file, but the basis for writing the savegame was corrupted already 20:24:18 <LordAro> not ones we care about, anyway 20:24:22 <nielsm> or there was a bug in the version writing it 20:24:28 <LordAro> milek7_: CRC32 works too 20:24:56 <nielsm> with compressed saves, we already have CRC really 20:25:01 <TrueBrain> yup 20:25:09 <nielsm> unless something decompressed the save and altered it then recompressed 20:25:10 <TrueBrain> adding another hash won't help you 20:25:21 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro approved pull request #7868: Feature: NewGRF callback profiling https://git.io/JvfQx 20:25:26 <TrueBrain> if you can decompress a save, you can rewrite the hash 20:25:28 <LordAro> true 20:25:46 <TrueBrain> but really, https would be very useful to have 20:25:47 <andythenorth> oof big cdist network :) 20:25:53 <TrueBrain> hmm .. cloud-saves ..... hmmmmmm 20:25:55 <TrueBrain> right, docs 20:25:59 <TrueBrain> when do we want docs .. 20:25:59 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro approved pull request #7688: Feature: Auto-restart loads the original resources again https://git.io/JvfQp 20:26:01 <nielsm> my idea is actually to generate a private key in a separate file in the user's config/profile folder for ottd, and use that for several authentication purposes 20:26:02 <andythenorth> negative transfer income for vehicles :P 20:26:04 <TrueBrain> should a beta generate 1.10 docs already? 20:26:07 <andythenorth> killing my trains 20:26:23 <LordAro> TrueBrain: i'd be tempted to say no 20:26:27 <TrueBrain> RCs? 20:26:32 <LordAro> stables only, imo 20:26:35 <TrueBrain> k 20:26:44 <TrueBrain> so ... I need an S3 bucket 20:26:55 <TrueBrain> I need to know when a stable release is created 20:26:59 <TrueBrain> and extract the docs there 20:27:37 <andythenorth> that would be a nice reusable thing :P 20:27:38 <andythenorth> but eh 20:28:09 <TrueBrain> if I remember correctly, we patch up the doxygen files for it to work on the web like this .. 20:28:33 <Samu> difficult to see where depth 300 is :p 20:30:15 <TrueBrain> yeah, a 'sed' is used to add some custom text 20:30:22 <Samu> im not sure how it actually works, seems that a little tiny island 20:30:37 <Samu> can affect a buttload of 20:30:42 <Samu> sea depth around 20:31:08 <TrueBrain> okay, that addition sounds a bit pointless, honestly 20:32:34 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro commented on pull request #7870: Change: improved english tooltips https://git.io/Jvf7L 20:32:47 <milek7_> from quick looks on results, most are crashes on assertions, but there are some sneaky corruptions too (runs for few seconds and segfaults) or double-frees 20:32:59 <TrueBrain> so, the only question is: who is going to do the extracting of the docs tarball to an S3 .. hmm .. interesting 20:33:16 <nielsm> Samu well yes, usually islands aren't a narrow pillar of rock in a deep ocean :P 20:33:24 <nielsm> they tend to have a bunch of support around 20:33:27 <TrueBrain> milek7_: the latter two can be interesting. I guess the first won't get much attention currently 20:33:51 <Samu> what have you done to terragenesis? 20:34:15 <Samu> seems that the water isn't at it's full depth 20:34:17 <milek7_> i'm not really sure if it double-free really but messages like "free(): invalid next size (fast)" suggest it ;P 20:36:06 <TrueBrain> https://docs.openttd.org/ <- well .. Doxygen is not always useful, I see 20:36:08 <DorpsGek_III_> [OpenTTD/OpenTTD] frosch123 commented on pull request #7868: Feature: NewGRF callback profiling https://git.io/Jvf7O 20:36:40 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 updated pull request #7934: -Fix: [OSX] Don't show a crash/assertion message box for a GUI-less video driver. https://git.io/JvfSd 20:37:02 <glx> added a crash test, will be faster than waiting for an OSX user ;) 20:37:06 <Samu> everything starts at depth 0? 20:37:11 <Samu> for terragenesis 20:38:04 *** sla_ro|master has quit IRC 20:39:43 <frosch123> TrueBrain: it's more useful for noai and nogo 20:41:54 <TrueBrain> yeah, so I think I am going to recycle docs.openttd.org, and put them both on there 20:41:58 <TrueBrain> as that makes it a bit easier 20:43:03 <andythenorth> \o/ 20:43:16 <TrueBrain> on one side I can make a Docker, which collects all the docs of all the releases, and host that 20:43:26 <TrueBrain> on the other side, I can make an S3 bucket and put it on there 20:44:29 <TrueBrain> currently we store docs of every release we ever made .. (well, unless someone forgot to publish a version, ofc). Do we really care about older docs? 20:44:33 * andythenorth is starting to favour S3 :P 20:44:35 <TrueBrain> (to be online, that is) 20:44:38 <andythenorth> it's simple 20:45:02 <glx> ok my fix seems to work 20:45:07 <andythenorth> \o/ 20:46:00 <glx> https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=5236&view=logs&j=a5e52b91-c83f-5429-4a68-c246fc63a4f7&t=bde16fc7-7659-5b1c-12aa-0110866d993c 20:47:19 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 updated pull request #7934: -Fix: [OSX] Don't show a crash/assertion message box for a GUI-less video driver. https://git.io/JvfSd 20:48:02 *** crazystacy has quit IRC 20:48:03 <frosch123> TrueBrain: i guess docs for master are enough, but it would be nice if old urls would redirect there 20:48:20 <TrueBrain> master? Or latest release? 20:48:29 <frosch123> master 20:48:52 <TrueBrain> as if I would be to build a NoAI, I would want the docs of the latest release, not the current development version .. as it might have things I cannot use? 20:49:00 <frosch123> the main purpose of hosted docs is to get linked from answers on forums/reddit/irc/whatever 20:49:20 <TrueBrain> ah; okay, fair 20:49:25 <TrueBrain> so it needs to rebuild every night, basically 20:49:31 <frosch123> if we care we can add @since to all api functions 20:49:38 <frosch123> not sure whether we already do that 20:49:53 <glx> it's in the changelog :) 20:50:23 <TrueBrain> frosch123: we do not; but that might be a nice addition 20:50:29 <TrueBrain> glx: the changelog would be too far away, honestly 20:50:31 <glx> but adding a tag in the doxygen seems nice yes 20:51:01 <TrueBrain> annoying job to catch up now, but it is just a matter of doing 20:51:39 <TrueBrain> okay, so that makes this pretty simple tbh .. just needs doing, ofc :) 20:51:56 <TrueBrain> and doxygen looks very ugly btw 20:52:14 * andythenorth wavey hands https://wiki.openttd.org/Development 20:52:18 <LordAro> you're welcome to put some effort into styling it :p 20:52:43 * andythenorth happy to update links in the wiki if urls change 20:52:46 <TrueBrain> I would rather burn it, drown it, launch it into space, and rip it apart 20:52:49 <TrueBrain> but that is just my impuls 20:52:54 <frosch123> TrueBrain: problem with docs only for "master" is that not all doxygen links are permanent 20:52:57 <frosch123> like http://nogo.openttd.org/api/1.9.0/classGSEngine.html#a256844eeb31b5f4b80de7fca1b8390cb 20:53:11 <frosch123> no idea where that hash comes from, and what it means 20:53:14 <frosch123> and how stable it is 20:53:25 <andythenorth> also we'd ideally publish beta / RC docs no? 20:53:30 <TrueBrain> owh, that is just bullshit, holy crap .. 20:54:18 <glx> oh nice with my fix OSX regression output even shows useful info hidden from other platforms (basically it displays the crashlog) 20:54:23 <andythenorth> :D 20:54:43 * andythenorth needs daylength 1.5 or so 20:54:50 <andythenorth> maybe I just scale in the newgrf 20:54:51 <andythenorth> fake dates 20:56:07 <TrueBrain> frosch123: so publishing releases-only solves that issue, I guess 20:56:49 <frosch123> let me try something, it may just be a doxygen setting 20:57:19 <TrueBrain> https://noai.openttd.org/tournament/ <- this is old :D 20:57:24 <LordAro> :D 20:58:04 <frosch123> noai tournaments are a hobby among teenagers 20:58:14 <andythenorth> snail_UES_: daylength via fake intro dates? o_O 20:58:14 <TrueBrain> 2008 :D 20:58:15 <TrueBrain> haha 20:58:47 <snail_UES_> andythenorth: introducing a 1950 engine in year 2000? 20:59:17 <TrueBrain> it was fun to build that tournament stuff :) Some AIs did weirdly well :) 20:59:29 <TrueBrain> frosch123: okay, let me know if you can fix this hash stuff :) Would be nice :) 20:59:51 <snail_UES_> the problem with daylength is the rebalancing of incomes and costs… it involves the whole game, not just a newgrf 21:00:08 <snail_UES_> though I do hate seeing steamers getting extinct so soon :p 21:00:25 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro approved pull request #7934: -Fix: [OSX] Don't show a crash/assertion message box for a GUI-less video driver. https://git.io/Jvf7y 21:00:48 <snail_UES_> and the other issue is, I use the “total town replacement” newGRF that evolves the looks of houses etc. as time goes by 21:01:15 <snail_UES_> so it wouldn’t work… you’d still have 1890s steamers running across a town with modern skyscrapers 21:01:50 <snail_UES_> I sometimes use the “year cheat” in my games, reverting back to the previous year on jan 1st :p 21:02:13 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 merged pull request #7934: -Fix: [OSX] Don't show a crash/assertion message box for a GUI-less video driver. https://git.io/JvfSd 21:04:37 <frosch123> TrueBrain: apparently it is a md5sum of the function signature, so is stable as long as the function does not change 21:04:48 <frosch123> so, no problem 21:05:04 <TrueBrain> k 21:05:07 <TrueBrain> so master-only it is 21:05:11 <TrueBrain> we can iterate from there 21:05:30 <andythenorth> hmm, house dates could be adjusted 21:06:08 <andythenorth> costs, income etc wouldn't affect my grfs significantly 21:07:17 <snail_UES_> house date could only be adjusted by editing the TTRS newGRF… right? even bridge introduction dates etc 21:08:32 <frosch123> well, all lies 21:08:47 <frosch123> 1.9 docs have the same hashes as my local docs 21:08:54 <frosch123> but the 1.8 docs have different ones 21:09:12 <frosch123> the 1.8 docs also have a very different layout, so maybe it is specific to the doxygen version or something 21:10:20 <TrueBrain> 1.5.6 vs 1.8.13 21:10:22 <TrueBrain> so possible :) 21:11:04 *** hythlodaeus_ has quit IRC 21:11:11 <frosch123> at least they are not random 21:11:16 <andythenorth> what we need is a patch that lies to the newgrf date var 21:11:34 <TrueBrain> so ... S3 websites doesn't support https for custom domains ... 21:11:42 <andythenorth> oof that's very lame 21:11:48 <andythenorth> also wtf? 21:11:53 <TrueBrain> yeah, my thought 21:12:17 <TrueBrain> so it needs CloudFront in front of it 21:12:24 <TrueBrain> I don't want to :( 21:14:09 * andythenorth was just reading that 21:14:14 <andythenorth> wtf is cloudfront even 21:14:19 <andythenorth> I love the cloud, I hate the cloud 21:17:07 <LordAro> Computers 👏 were 👏 a 👏 mistake 21:17:16 <TrueBrain> hello Karen 21:17:17 <TrueBrain> holy crap 21:17:19 <TrueBrain> never do that again plz 21:17:34 <TrueBrain> hmm ... so basically creating a Docker and running it with ECS is easier :P 21:17:53 <TrueBrain> (as I have that infrastructure ready) 21:22:36 <TrueBrain> meh; one way or the other, I need to solve this S3 issue anyway, as I want to move the binaries to there too ... 21:22:45 <TrueBrain> right, something to think about 21:22:46 <TrueBrain> night all 21:38:52 *** frosch123 has quit IRC 21:48:57 <Samu> crap, i had a but in those speed_fracs 21:49:09 <Samu> speed_frac = min(255, speed_frac); 21:49:22 <Samu> i had 256, but 255 is what it should be 21:49:39 <DorpsGek_III_> [OpenTTD/OpenTTD] sheepo99 commented on pull request #7870: Change: improved english tooltips https://git.io/Jvfd3 21:50:47 <Samu> in fact, i don't think i even need to min anymore 22:08:22 <Samu> I better make sure... 22:24:37 <Samu> confirmed, don't need the min(255, speed_frac); at all 22:34:57 *** Wormnest has quit IRC 22:39:58 *** hythlodaeus has joined #openttd 22:43:45 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on pull request #7868: Feature: NewGRF callback profiling https://git.io/JvfFX 22:44:37 <Samu> woah, the station patch is in! 22:46:13 <Samu> inb4 conflicts 22:46:57 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on pull request #7729: Add #7525: Allow autoreplace with same model vehicle https://git.io/JvfFD 22:47:23 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh merged pull request #7688: Feature: Auto-restart loads the original resources again https://git.io/fj7vr 22:48:07 <andythenorth> nielsm: if sea has depth....can I lower land below sea level? o_O 22:48:29 <Samu> it lowers by itself 22:48:33 <Samu> but no 22:49:13 <nielsm> andythenorth: not really no, but otoh the OTTD map model does allow water at any tile height 22:49:30 <nielsm> sea, river and canal tiles are really not very different at all 22:49:39 <Samu> btw nielsm, your terragenesis is producing weird depth levels 22:49:48 <Samu> everything is 10 meter 22:50:09 <Samu> at the start 22:50:10 <nielsm> I think in the original ttdpatch implementation, rivers and canals were only distinguished from sea from being at above level zero 22:50:36 <nielsm> samu depends on height settings 22:51:26 <Samu> hmm i think i had alpinist, not sure 22:51:41 <nielsm> try alpinist with medium or high sea level 22:51:51 *** Progman has quit IRC 22:56:22 <DorpsGek_III_> [OpenTTD/OpenTTD] sheepo99 commented on pull request #7729: Add #7525: Allow autoreplace with same model vehicle https://git.io/JvfbJ 22:58:26 *** Wolf01 has quit IRC 23:06:26 *** nielsm has quit IRC 23:06:37 *** Samu has quit IRC 23:07:19 *** hythlodaeus has quit IRC 23:08:43 *** WormnestAndroid has quit IRC 23:09:09 *** WormnestAndroid has joined #openttd 23:10:02 *** andythenorth has left #openttd 23:54:37 *** Arveen2 has joined #openttd