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00:01:36 *** WormnestAndroid has joined #openttd 00:03:16 *** jottyfan has joined #openttd 00:05:10 *** gelignite has quit IRC 00:08:46 *** Wormnest has joined #openttd 01:09:26 *** Flygon has joined #openttd 01:28:17 <DorpsGek> [OpenTTD/nml] glx22 opened pull request #185: Fix #184: Share townname bits when possible https://git.io/JtmpD 03:15:37 *** glx has quit IRC 03:29:51 *** WormnestAndroid has quit IRC 03:30:52 *** WormnestAndroid has joined #openttd 03:42:19 *** Wormnest has quit IRC 03:50:11 *** tokai has joined #openttd 03:50:12 *** ChanServ sets mode: +v tokai 03:57:05 *** tokai|noir has quit IRC 03:59:11 *** debdog has joined #openttd 04:02:32 *** D-HUND has quit IRC 07:08:15 *** andythenorth has joined #openttd 07:11:33 *** DasPoseidon has joined #openttd 07:30:04 *** sla_ro|master has joined #openttd 07:56:01 *** snail_UES_ has quit IRC 08:54:18 *** HerzogDeXtEr has joined #openttd 09:03:21 *** supermop_Home has quit IRC 09:16:42 *** jottyfan has joined #openttd 09:24:57 *** jottyfan has quit IRC 09:34:50 *** jottyfan has joined #openttd 09:40:02 *** jottyfan has quit IRC 10:42:29 *** reldred has quit IRC 10:42:41 *** reldred has joined #openttd 11:28:13 *** Wolf01 has joined #openttd 11:34:13 *** WormnestAndroid has quit IRC 11:34:26 *** WormnestAndroid has joined #openttd 11:52:36 *** Samu has joined #openttd 12:02:24 *** HerzogDeXtEr1 has joined #openttd 12:07:37 *** HerzogDeXtEr has quit IRC 13:05:53 <Samu> hi 13:06:10 *** andythenorth has left #openttd 13:08:21 <DorpsGek> [OpenTTD/nml] LordAro approved pull request #185: Fix #184: Share townname bits when possible https://git.io/JtYDl 13:09:00 <DorpsGek> [OpenTTD/nml] LordAro approved pull request #182: Fix: regression failure with Pillow 8.1.0 https://git.io/JtYDu 13:09:41 *** DasPoseidon has quit IRC 13:09:44 <DorpsGek> [OpenTTD/nml] LordAro commented on pull request #182: Fix: regression failure with Pillow 8.1.0 https://git.io/JtYDw 13:10:40 <DorpsGek> [OpenTTD/nml] LordAro approved pull request #181: Fix #180: No proper error message was given, if an unreferenced Strin… https://git.io/JtYDS 13:42:05 <DorpsGek> [OpenTTD/nml] glx22 merged pull request #182: Fix: regression failure with Pillow 8.1.0 https://git.io/JLAna 13:42:40 *** glx has joined #openttd 13:42:40 *** ChanServ sets mode: +v glx 13:47:27 <DorpsGek> [OpenTTD/nml] glx22 dismissed a review for pull request #181: Fix #180: No proper error message was given, if an unreferenced Strin… https://git.io/JtYDS 13:47:30 <DorpsGek> [OpenTTD/nml] glx22 updated pull request #181: Fix #180: No proper error message was given, if an unreferenced Strin… https://git.io/JLNwo 13:47:58 <DorpsGek> [OpenTTD/nml] glx22 dismissed a review for pull request #185: Fix #184: Share townname bits when possible https://git.io/JtYDl 13:48:01 <DorpsGek> [OpenTTD/nml] glx22 updated pull request #185: Fix #184: Share townname bits when possible https://git.io/JtmpD 13:49:36 <DorpsGek> [OpenTTD/nml] glx22 commented on pull request #185: Fix #184: Share townname bits when possible https://git.io/JtY9D 13:52:22 <LordAro> NOISES 14:01:54 *** iSoSyS has joined #openttd 14:05:53 <DorpsGek> [OpenTTD/nml] LordAro approved pull request #181: Fix #180: No proper error message was given, if an unreferenced Strin… https://git.io/JtYHj 14:06:12 <DorpsGek> [OpenTTD/nml] LordAro approved pull request #185: Fix #184: Share townname bits when possible https://git.io/JtYQf 14:07:34 <DorpsGek> [OpenTTD/nml] glx22 merged pull request #181: Fix #180: No proper error message was given, if an unreferenced Strin… https://git.io/JLNwo 14:07:39 <DorpsGek> [OpenTTD/nml] glx22 closed issue #180: NML erroring out when compiling https://git.io/JLNgG 14:07:50 <DorpsGek> [OpenTTD/nml] glx22 merged pull request #185: Fix #184: Share townname bits when possible https://git.io/JtmpD 14:07:55 <DorpsGek> [OpenTTD/nml] glx22 closed issue #184: NewGRF Town Names no longer compile after unknown changes https://git.io/JtICs 14:08:07 <glx> enough noise for now :) 14:08:22 <LordAro> :) 14:08:44 <Samu> I need to make a PR :( 14:17:20 <Samu> https://github.com/OpenTTD/OpenTTD/commit/e04f305006451a75ce3d569bd1f3bf5dc97bbd26 14:19:14 *** snail_UES_ has joined #openttd 14:19:18 <LordAro> make a comment on the relevant issue about what you've found 14:19:25 <LordAro> then someone can assess whether your solution is the correct one 14:20:25 *** iSoSyS has quit IRC 14:32:44 *** nielsm has joined #openttd 14:33:18 <Timberwolf> I was playing around last night and I think the only place "direction != last_direction" matters for sprite refresh is the case where a train reverses, where it seems to need that enforced recalculation of the viewport bounds. Everything else the "is viewport candidate" test is sufficient. Not that much of a performance improvement, though (between 0-5% reduction in train tick time, and that's before 14:33:24 <Timberwolf> I reduce the gain by having a fix for the reversing case) 14:34:02 <Timberwolf> Also, I think I will wait a while before I go diving into the dirty rectangling code again, it is never as simple as it first appears :) 14:34:32 <Eddi|zuHause> so, reversing trains shold reset the cache unconditionally? 14:34:58 <Timberwolf> I want to know why that is the case, really. 14:35:12 <Timberwolf> Which needs a bit of careful investigation. 14:36:17 <Timberwolf> If I figure out what's special about that case I'll also know whether my assumption is valid or whether it's more, "actually there are a lot of cases you can break with this, you just didn't notice them yet" 14:42:00 <Timberwolf> Probably requires adding a train to abuse.grf which has wildly different offsets and sizes for each different direction. 14:43:01 <Eddi|zuHause> i unfortunately didn't really check out what exactly you're doing, so i can't help you out 14:44:29 *** DasPoseidon has joined #openttd 14:50:14 <Timberwolf> I have an OK idea now, thankfully. 14:53:26 <Timberwolf> The core principle is changing "resolve the sprite chain for every update for every vehicle" to "resolve the sprite chain if the vehicle will appear on a viewport, or if it changes direction" 14:54:29 <Timberwolf> But you can only do that on a game tick, so there's an extra "resolve the sprite chain if a dirty region contains a sprite we haven't resolved this tick" check needed for scrolling the viewport while paused. 14:56:02 <Timberwolf> My first couple of iterations were messy because I didn't really understand that distinction between "this happens on a game tick, before the screen is drawn" and "this happens when a pre-existing dirty region is drawn" 15:00:04 *** DasPoseidon1 has joined #openttd 15:00:16 *** DasPoseidon has quit IRC 15:00:16 *** DasPoseidon1 is now known as DasPoseidon 15:03:36 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on issue #6544: Put into the AI company when loading savegame https://git.io/fh3Dn 15:03:53 <Samu> I'd like to request re-open of that issue 15:04:09 <Samu> or... i dunno 15:04:19 <Samu> it's just because I worked on a solution 15:04:45 <Samu> it was closed because it was only inactive 15:08:40 *** supermop_Home_ has joined #openttd 15:08:46 <supermop_Home_> good morning 15:09:32 <DorpsGek> [OpenTTD/OpenTTD] LordAro reopened issue #6544: Put into the AI company when loading savegame https://git.io/fh3Dn 15:44:39 <Samu> hmm, generate new game is threaded? 15:45:32 <Samu> so, that means... i am sometimes setting client id first before there's any actual world? 15:46:06 <Samu> whichever comes first 15:46:20 <glx> there's a callback at the end of generation I think 15:50:38 <Samu> GenerateWorldSetCallback(&MakeNewGameDone) 15:51:04 <Samu> i expected MakeNewGameDone to come first than NetworkServerInitClientServer() 15:58:56 <Samu> ah, companies are cleared here PoolBase::Clean(PT_NORMAL); 15:59:16 <Samu> still before the threaded stuff starts 16:07:57 *** Flygon has quit IRC 16:12:59 <Samu> looks like it works! mere luck 16:13:01 <Samu> :p 16:13:34 <Samu> PoolBase::Clean(PT_NORMAL) happens first 16:13:52 <Samu> NetworkServerInitClientServer() happens second, so there's no companies when this happens 16:14:16 <Samu> GetFirstAvailableCompany() returns COMPANY_FIRST 16:14:47 <Samu> network server is already in COMPANY_FIRST without the company existing 16:15:31 <Samu> MakeNewGameDone happens last, which creates COMPANY_FIRST and sets localcompany to COMPANY_FIRST 16:15:40 <Samu> magic! everything falls into place 16:15:57 <Samu> allthough not in the order I expected 16:22:55 <Samu> is it possible to run openttd debug build in dedicated server mode? 16:24:10 <Samu> using visual studio 16:28:05 *** Wormnest has joined #openttd 16:48:58 <glx> yes 16:49:54 <glx> in debug menu, there's debug and launch settings (or similar, I have the interface in french) 16:55:04 <Samu> launch.vs.json ? 16:55:08 <Samu> what do I type here 17:19:56 <DorpsGek> [OpenTTD/team] siimsoni opened issue #131: [et_EE] Translator access request https://git.io/JtOJd 17:34:05 <glx> is there "args" in it yet ? 17:34:23 <DorpsGek> [OpenTTD/team] LordAro commented on issue #131: [et_EE] Translator access request https://git.io/JtOJd 17:35:23 <glx> else you need to add "args": [ "-D" ] 17:38:26 *** snail_UES_ has quit IRC 17:40:14 *** snail_UES_ has joined #openttd 17:51:11 *** frosch123 has joined #openttd 17:51:40 <Samu> ah, i forgot a ',' 17:51:43 <Samu> got it 17:52:32 *** gelignite has joined #openttd 17:53:26 *** Wormnest has quit IRC 17:58:30 <glx> you can write complex command line args, just split on spaces like ["-vnull", "-mnull", "-snull"] 18:01:23 *** Progman has joined #openttd 18:06:44 *** WormnestAndroid has quit IRC 18:07:28 *** WormnestAndroid has joined #openttd 18:09:11 *** DasPoseidon has quit IRC 18:09:29 <Samu> game still adds dirty blocks on a dedicated server, it's funny 18:14:56 <Samu> nice, dedicated server client is on company 255 18:15:01 <Samu> the invalid company 18:23:54 <Samu> weird 18:24:17 <Samu> starting a dedicated server like this -D -g savegame.sav 18:24:25 <Samu> it loads the savegame twice 18:24:44 <Samu> first load before it's in server mode 18:24:55 <Samu> second load in server mode 18:25:25 <Samu> it also loads the intro game before these 18:26:24 <Samu> generating world is not threaded in dedicated server 18:27:01 <glx> not needed, there's no progress bar 18:27:45 <glx> the generate thread exists to keep a reactive window :) 18:28:26 <Samu> why does it load the savegame twice? 18:29:29 <Samu> /* First we need to test if the savegame can be loaded, else we will end up playing the 18:29:29 <Samu> * intro game... */ 18:29:33 <Samu> i see lol 18:30:49 <Samu> im still not convinced though, let me investigate 18:32:23 *** Wormnest has joined #openttd 18:38:40 *** tejanos has joined #openttd 18:40:51 <tejanos> Hi developers. I am trying to add a textbox to the "Object Selection" screen to place objects on the map to filter objects out. I am adding the widgets in the right place, but only the text label shows up, but not the text box. This is the code I am adding: https://pastebin.com/MFfLkxeU 18:41:11 <tejanos> And this is a screenshot of what I see (https://media.discordapp.net/attachments/337701432230805505/801518311338147880/unknown.png). The textbox should appear right of the 'Filter string:' text label. I've tried removing the label and keeping the textbox only but it does not work 18:41:28 <tejanos> Any help would be appreciated, thank you! 18:42:23 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JtOqX 18:42:24 <DorpsGek> - Update: Translations from eints (by translators) 18:43:04 <frosch123> there is some more initialisation code needed in the window constructor 18:43:09 *** Progman has quit IRC 18:43:20 <frosch123> take a look at other windows, search for the widgetid of the filter 18:53:18 <tejanos> Thanks for your response. Yep I looked at other windows that have WWT_EDITBOX widgets, but still can't figure out :S 18:55:23 <frosch123> https://github.com/OpenTTD/OpenTTD/blob/master/src/newgrf_gui.cpp#L643 <- you need that kind of stuff 18:57:01 <tejanos> Gotcha! yeah I was looking right at that. I will try, thanks again! 19:02:56 <tejanos> It worked, this is really exciting, thank you! 19:07:11 *** DasPoseidon has joined #openttd 19:24:54 *** Wormnest has quit IRC 19:29:01 *** WormnestAndroid has quit IRC 19:29:29 *** WormnestAndroid has joined #openttd 19:44:39 *** Progman has joined #openttd 19:48:27 *** Wormnest has joined #openttd 20:03:17 *** tejanos has quit IRC 20:06:00 *** tokai|noir has joined #openttd 20:06:00 *** ChanServ sets mode: +v tokai|noir 20:12:36 *** tokai has quit IRC 20:14:42 <Samu> do you have a savegame version before SLV_16 20:16:46 <Samu> ah, nice, opentitle is version 4.1 20:17:16 <glx> yes intro in master is a nice very old save :) 20:22:15 <LordAro> one of the major reasons it's never been changed :) 20:28:31 *** Gustavo6046_ has joined #openttd 20:30:39 *** Gustavo6046 has quit IRC 20:30:39 *** Gustavo6046_ is now known as Gustavo6046 20:46:50 *** frosch123 has quit IRC 21:13:35 *** tokai has joined #openttd 21:13:35 *** ChanServ sets mode: +v tokai 21:16:56 *** jottyfan has joined #openttd 21:20:32 *** tokai|noir has quit IRC 21:20:41 *** jottyfan has quit IRC 21:34:34 *** Wormnest has quit IRC 21:37:11 <Samu> loading a scenario in the scenario editor starts the first company, interesting 21:37:30 <Samu> but the local company is still OWNER_NONE 21:38:04 <Samu> or OWNER_DEITY, wtv the editor uses 21:48:46 *** Samu has quit IRC 21:54:22 *** WormnestAndroid has quit IRC 21:54:34 *** WormnestAndroid has joined #openttd 22:27:39 *** gelignite has quit IRC 22:41:42 *** nielsm has quit IRC 22:50:39 *** sla_ro|master has quit IRC 23:38:24 *** Wolf01 has quit IRC 23:44:16 *** Progman has quit IRC 23:48:55 *** jottyfan has joined #openttd