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00:12:44 *** didac has quit IRC 00:13:34 *** spnda has joined #openttd 00:14:10 <spnda> Just noticed that with debug builds I get a EXTREME performance decrease when the mouse cursor is inside the window and hw acceleration is on... I remember this being a issue a while back 00:26:36 *** glx has quit IRC 00:40:09 *** HerzogDeXtEr has joined #openttd 00:59:20 *** didac has joined #openttd 01:26:28 *** espenh has joined #openttd 01:28:22 *** spnda has quit IRC 01:39:37 *** supermop_Home_ has quit IRC 02:00:04 <DorpsGek> [OpenTTD/OpenTTD] perezdidac dismissed a review for pull request #8982: Feature: text filter for the industry directory https://git.io/JOkAH 02:00:07 <DorpsGek> [OpenTTD/OpenTTD] perezdidac updated pull request #8982: Feature: text filter for the industry directory https://git.io/JOfI5 02:01:25 *** HerzogDeXtEr has quit IRC 02:48:56 *** Wormnest has quit IRC 04:05:30 *** Flygon has joined #openttd 04:10:20 <DorpsGek> [OpenTTD/OpenTTD] empjustine commented on issue #8970: Ramsomware Protection preventing NewGRF download https://git.io/JYxe3 04:11:41 *** guru3_ has joined #openttd 04:12:25 *** Xaroth8 has joined #openttd 04:12:29 *** duckfullstop has joined #openttd 04:14:22 *** dih has joined #openttd 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joined #openttd 06:35:34 <DorpsGek> [OpenTTD/OpenTTD] WimLeflere commented on pull request #9024: Change: switch game playing in the menu based on selected landscape https://git.io/JOL9O 06:44:55 <andythenorth> io/ 07:01:17 *** EER has joined #openttd 07:22:42 <TrueBrain> it is safe to say I do not understand std::string sufficiently to work with it :P 07:22:51 <TrueBrain> segfaults allllll over the place :D 07:24:29 *** heffer has quit IRC 07:25:01 *** heffer has joined #openttd 07:28:20 *** tokai has joined #openttd 07:28:20 *** ChanServ sets mode: +v tokai 07:30:28 *** nielsm has joined #openttd 07:33:04 <LordAro> how? 07:33:13 <TrueBrain> if only I knew! 07:33:30 <TrueBrain> std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >::_M_assign(..) 07:33:32 <TrueBrain> is what crashes 07:33:36 <TrueBrain> which is not something I would expect 07:35:14 *** tokai|noir has quit IRC 07:35:35 <peter1138> Is there a shorter way to refer to 07:35:40 <peter1138> That was clever 07:35:44 <peter1138> std::chrono::steady_clock::time_point 07:36:03 <TrueBrain> typedeffing it :P 07:36:27 <TrueBrain> the strategy I used for that is: use "auto" as much as you can :P 07:42:44 *** HerzogDeXtEr has joined #openttd 07:43:10 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #9025: Feature: Reveal chat history when chat message box is open. https://git.io/JOLU2 07:46:53 <peter1138> Time to close that VS Code and open the other VS Code. *sadface* 07:49:08 <TrueBrain> properly I am doing something incredibly stupid, but any idea why this crashes: https://godbolt.org/z/n9YWbPhWo ? 07:50:37 <TrueBrain> the commented out line works fine 07:51:33 <nielsm> TrueBrain: std::string is not a POD type, and non-POD types allocated+initialized by any other means than operator new is undefined behavior 07:51:58 <nielsm> CallocT is the problem 07:52:19 <TrueBrain> ugh .... 07:52:27 <TrueBrain> so either I go down the rabbithole, or I change it in a char[] 07:52:28 <TrueBrain> tnx nielsm 07:53:20 <nielsm> we have lots of UB on that account in OpenTTD btw 07:53:56 <nielsm> the entire Pool<> and ZeroedMemoryAllocator<> stuff needs to be rewritten 07:58:58 *** Wolf01 has joined #openttd 07:59:06 *** Xaroth8 is now known as Xaroth 08:01:11 <TrueBrain> tnx nielsm , going char[] fixed it for now 08:01:19 <TrueBrain> C hitting C++ a lot in the network parts :D 08:16:18 <TrueBrain> Lol: /** Helper to make the code look somewhat nicer. */ typedef ClientNetworkGameSocketHandler MyClient; 08:16:23 <TrueBrain> not sure ... that is really helping :D 08:16:30 <TrueBrain> except for another needless layer of indirection 08:17:03 <nielsm> that My** naming... 08:17:15 <TrueBrain> it pure brilliance :) 08:17:50 <TrueBrain> okay, it wasn't me 08:17:55 <TrueBrain> so I should be careful what I say now :D 08:18:35 <TrueBrain> ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = nullptr; 08:18:43 <TrueBrain> should have read: MyClient *MyClient::my_client = nullptr 08:18:44 <TrueBrain> tbfh :P 08:21:31 *** WormnestAndroid has quit IRC 08:21:44 *** WormnestAndroid has joined #openttd 08:34:01 *** glx has joined #openttd 08:34:01 *** ChanServ sets mode: +v glx 08:37:55 *** FLHerne has joined #openttd 08:37:59 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #9022: Fix #8874: show a warning when a NewGRF scan is requested multiple times https://git.io/JOLhn 08:41:12 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #9021: Fix: Do not unlock railtypes when enabling wagons with GameScript https://git.io/JOLha 08:44:19 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #9019: Automatically decide which translations are finished https://git.io/JOLhx 08:46:52 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #9021: Fix: Do not unlock railtypes when enabling wagons with GameScript https://git.io/JOLjG 08:53:51 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #9025: Feature: Reveal chat history when chat message box is open. https://git.io/JOLjH 08:57:36 * andythenorth wonders if trains get an accurate (height level) result for 80+ var 1E 08:57:44 <andythenorth> "The Z location (altitude)" 08:58:12 <andythenorth> diesel engine HP is altitude-dependent :P 08:58:13 <andythenorth> https://en.wikipedia.org/wiki/EMD_SD40T-2 09:00:44 <andythenorth> why am I wondering, I have newgrfengine.cpp open, what a moron 09:00:58 * andythenorth reads 09:02:50 * andythenorth looks what triggers cb 36 gets 09:04:53 <peter1138> Oh god this jumper is too small :( 09:05:11 <peter1138> This peter1138 needs to cycle. 09:07:13 <andythenorth> GetPower() only seems to be called if consist changes 09:07:26 <andythenorth> but power triggers at minimum when railtype changes 09:07:30 <andythenorth> maybe I search the wrong thing 09:07:50 * andythenorth now doing silly lolz things 09:07:55 <LordAro> peter1138: do it 09:08:26 <andythenorth> maybe PowerChanged() 09:08:54 <TrueBrain> its snowing here .... in such way I cannot see the end of the street 09:08:58 <TrueBrain> its freaking April 09:08:59 <andythenorth> TrueBrain wtf? 09:11:38 <peter1138> LordAro, 7 hours til home-time-o'clock :/ 09:12:05 <LordAro> peter1138: you've got a lunch break, don't you? :p 09:12:15 <peter1138> Don't really happen when working from home. 09:12:31 <LordAro> be the chance you want to see in the world 09:12:34 <LordAro> change* 09:14:32 <peter1138> Can you play/develop OpenTTD on a peloton exercise bike? :p 09:15:08 <LordAro> try powering the computer :p 09:15:21 <andythenorth> peter1138 I have a laptop table on my exercise bike 09:15:24 <LordAro> you can hold 200W indefinitely, right? 09:15:27 <andythenorth> but ... I mostly watch youtube 09:15:42 <andythenorth> if I try and work, I forget to cycle 09:15:44 <peter1138> Unlikely atthe moment! 09:15:47 <andythenorth> "walks and chews gum" 09:20:06 <EER> Snow has already passed me over here in the west and now I've lowered the sunscreen because else I can't see my monitors, as we say "April does what it will" 09:20:35 <peter1138> LordAro, at least I'm not obsessing over food these days. 09:21:03 <peter1138> Salad for lunch though. 09:22:58 *** Samu has joined #openttd 09:23:14 * andythenorth obsessing over pixel trains 09:23:22 <andythenorth> dunno how these compare as relative problems 09:23:26 <peter1138> That's healthier. 09:23:41 <andythenorth> I'll go with your answer 09:24:11 <peter1138> Are you playing on my server? Someone's built a castle... 09:25:42 <andythenorth> I wasn't invited :( 09:25:46 * andythenorth dummy spit 09:25:59 <andythenorth> there's a castle grf now, did you install it? 09:25:59 <peter1138> Nobody was, it's just randoms, open to the public. 09:26:13 <andythenorth> I only use the new cool way of joining servers 09:26:20 <peter1138> Not using NewGRFs because too fiddly to set up on servers. 09:26:26 * andythenorth hasn't actually used the new cool way yet 09:29:54 <TrueBrain> I love how NetworkGameList is 1 item on the list :) 09:30:03 <TrueBrain> that hasn't confused me 5 times already 09:30:05 <TrueBrain> and I refuse to fix it :P 09:36:25 *** andythenorth has quit IRC 09:36:41 <peter1138> Is a std:: structure used for the list, so some complicated C array? 09:37:58 <dih> hey hey 09:38:18 <dih> have a question i am not able to wrap my head around 09:38:41 <Xaroth> sup dih 09:38:44 <dih> we are seeing a bunch of hex ip's prefixed with 0x7fbf00000000 - anybody with ideas? 09:39:53 <peter1138> What's a "hex ip" ? 09:40:21 <dih> this: remote_addr=0x7fbf6ab56610 09:40:57 <TrueBrain> I think we need a little bit more context .. you are seeing it where/when/how? 09:42:22 <dih> its in a core dump from a service that seg faults, we believe this ip is responsible for it. the ip is easily found, that is not the issue, I just do not understand the prefix part 09:42:32 <peter1138> That's a memory address, not an IP address. 09:42:39 <dih> lol 09:42:44 <Xaroth> or an ipv6 representation 09:43:13 <LordAro> the "prefix" is just where that particular binary is loaded into memory 09:43:14 <dih> peter1138: 0x0000557c4b20abc6 in dtls_accept_client_connection (nbh=0x7fbf64029ee0, local_addr=0x7fbf6ab5659c, remote_addr=0x7fbf6ab56610, ssl=0x7fbf64021990, sock=0x557c4d399240, server=0x7fbf6ab56198) 09:43:24 <LordAro> still a memory address 09:43:29 <LordAro> it's a pointer 09:43:37 <dih> ok, perfekt - thank you 09:43:38 <TrueBrain> I love how this turned into a random help channel :D 09:43:46 <LordAro> probably to a struct or char array 09:43:58 <LordAro> i can see where the confusion might come from though 09:44:44 <LordAro> you certainly can use integers to represent ip addresses 09:44:59 <peter1138> You shouldn't, but... 09:45:01 <TrueBrain> only for IPv4 :) 09:45:16 <LordAro> you might have a 128bit integer type! 09:45:25 <TrueBrain> yeah ... no :P 09:46:38 <TrueBrain> hmm .. now for the hardest part .. changing how we query servers sufficiently that it works but doesn't require redoing the whole GUI :P 09:47:29 <dih> oh yay - what are you up to? 09:49:11 <Xaroth> he's breaking all the things 09:49:14 <Xaroth> and then fixing them again 09:51:17 *** Flygon_ has joined #openttd 09:51:35 *** andythenorth has joined #openttd 09:52:33 *** Flygon has quit IRC 09:57:46 <peter1138> Urgh, I suppose I better write a changelog. 10:04:07 <peter1138> Oh no, cold coffee. 10:06:13 <andythenorth> the worst 10:06:27 <andythenorth> so...terrain dependent cursor? :P 10:06:31 * andythenorth day of terrible things 10:16:18 <dih> you mean we will get vr support? :-D 10:17:21 <LordAro> ...no 10:33:25 <dih> :-P 10:57:56 <DorpsGek> [OpenTTD/OpenTTD] LubosKolouch commented on issue #8101: (Streetcar) vehicles do not use all open stations/gates https://git.io/JfmVJ 11:33:20 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #8101: (Streetcar) vehicles do not use all open stations/gates https://git.io/JfmVJ 11:39:41 <TrueBrain> munmap_chunk(): invalid pointer 11:39:45 <TrueBrain> I am very good in breaking shit :D 11:41:26 <LordAro> oh dear 11:43:46 <TrueBrain> everywhere in the code it is called TCPConnecter 11:43:54 <TrueBrain> is that correct english? I keep typing TCPConnector 11:44:10 <TrueBrain> (sorry, sometimes you need a sanity check) 11:45:45 <andythenorth> Connector 11:45:47 <andythenorth> is bettter 11:46:02 <TrueBrain> tnx :) 11:46:52 <andythenorth> latin is connectere 11:47:08 <andythenorth> such facts 11:48:55 <DorpsGek> [OpenTTD/OpenTTD] Crazor commented on issue #8998: Minimap too small on Retina displays https://git.io/JOUIx 11:50:10 <peter1138> Right how much cycling can I get done in a 30 minute lunch break? 11:50:35 <TrueBrain> the more you talk the less :D 11:50:45 <peter1138> Having lunch first, so that's chopped a bit out. 11:50:45 <andythenorth> some 11:50:52 <andythenorth> about 7 miles 11:58:21 <DorpsGek> [OpenTTD/OpenTTD] Wolfolo commented on issue #8998: Minimap too small on Retina displays https://git.io/JOUIx 12:03:27 <andythenorth> goes it add acceptance limits to FIRS industries? :) 12:06:39 <Eddi|zuHause> i thought we all agreed that that was one of the worst features in PBI 12:06:49 <andythenorth> for coop style play yes 12:06:51 <andythenorth> and for AIs 12:07:26 *** supermop_Home has joined #openttd 12:07:54 <andythenorth> trying to discover a mechanic whereby some cargos have to be widely distributed 12:08:08 <Eddi|zuHause> you could make a stockpile, but instead of rejecting acceptance, you just throw all excess away 12:08:12 <andythenorth> supplies have that, because there's a gameplay incentive 12:08:34 <Eddi|zuHause> so you cap out on production speed 12:08:36 <andythenorth> (supplies have the distribution not the throwing away, simultaneous replies) 12:09:01 <Eddi|zuHause> so if you want higher secondary production, you need to spread out over multiple industries 12:09:04 <andythenorth> particularly town / tertiary cargos I want to incentivise distributing widely 12:09:35 <Eddi|zuHause> i don 12:09:40 <Eddi|zuHause> 't think you can achieve that 12:09:42 <Eddi|zuHause> in firs 12:10:06 <Eddi|zuHause> would have to be either a new game mechanic, or a gamescript 12:10:07 <Wolf01> Hmmm, somebody forgot to update the microsoft store version? 12:10:28 <andythenorth> I think this is a case 12:10:38 <TrueBrain> Wolf01: orudge said he send it to it 12:10:39 <andythenorth> where 'do it in GS' is actually the correct answer 12:12:04 <Eddi|zuHause> in terms of "game mechanics", it could be done in a major rework of the station rating 12:12:32 <TrueBrain> "We reviewed your submission and identified some changes that are needed before we can publish or update the app. " 12:12:38 <Wolf01> Ok, so the minimap doesn't change size with resolution 12:13:20 <LordAro> TrueBrain: ...does it have any more detail? 12:13:26 <Eddi|zuHause> i mean like "station rating gets higher, the more reachable destinations are served", however that by itself has a lot of problems 12:13:29 <TrueBrain> yeah, pressing buttons 12:14:06 <TrueBrain> it had some old URLs 12:15:23 <TrueBrain> submitted again 12:15:37 <TrueBrain> cool, MSStore tracks how many crashes it has seen 12:15:47 <TrueBrain> just .. that is it 12:15:51 <peter1138> Haha 12:15:56 <TrueBrain> not -that- useful 12:16:41 <TrueBrain> about 150 people play via MSStore daily 12:17:19 <TrueBrain> "Monorails are missing, maglevs, and a whole lot of other content is not in the game. I am sure this is a scam because you say its offical? No. It is a scam because I have used the real Open TTD. " 12:17:21 <TrueBrain> Lol :D 12:17:30 <Xaroth> o_O 12:17:40 <Wolf01> It's because all msstore apps have the tendency to crash, and I don't think it's even related to the app itself, so it's a statistic of store container reliability 12:17:41 <TrueBrain> I think someone forgot the concept of time :) 12:18:30 <Eddi|zuHause> i rather think they forgot the concept of changing railtypes 12:18:45 <Wolf01> ¯\_(ツ)_/¯ 12:20:03 <TrueBrain> anyway, it is in review again .. 12:26:13 <peter1138> Hmm, if I reversed the deque, then I wouldn't need to use rbegin()/rend() iteration 12:32:25 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #7441: Feature: Per-group wagon removal flag https://git.io/JOt0C 12:33:26 <Wolf01> BTW for the very first time I set up a working truck 3 point route with refit on stations orders 12:37:42 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #7337: Audio driver crash on quit - fluidsynth/SDL https://git.io/fhpg0 12:51:37 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #8912: Ship can't decide whether or not it wants to go for maintenance https://git.io/JYBFD 12:51:40 <DorpsGek> [OpenTTD/OpenTTD] LordAro closed issue #8912: Ship can't decide whether or not it wants to go for maintenance https://git.io/JYBFD 12:53:59 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #7901: Train prefers service in depot over station https://git.io/Jeh7q 12:54:46 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #9025: Feature: Reveal chat history when chat message box is open. https://git.io/JOLU2 12:56:05 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #9025: Feature: Reveal chat history when chat message box is open. https://git.io/JOtgT 13:00:27 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #7971: Issues found starting/stopping trains due to conversion of (un)electrified rail https://git.io/JvsqI 13:00:40 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9017: WIP: allow multiplayer without port forwarding (using STUN) https://git.io/JOk7C 13:00:52 <DorpsGek> [OpenTTD/OpenTTD] LubosKolouch commented on issue #8101: (Streetcar) vehicles do not use all open stations/gates https://git.io/JfmVJ 13:01:24 <TrueBrain> FLHerne: if you have some time, I am curious to know if this new version broke your NAT poking again :) Sorry to bother you with it, but you were the only one with the stricter NAT I know of :P 13:02:03 <TrueBrain> I keep the TCP to the STUN server open a lot shorter, but hopefully still long enough .. but basically this will tell me if the NAT terminates the hole when it sees a FIN, or when it no longer sees activity 13:05:36 <andythenorth> look at the contribution charts :D https://github.com/OpenTTD/OpenTTD/graphs/contributors 13:08:52 <FLHerne> TrueBrain: ok 13:13:43 <FLHerne> builds take a little while on here 13:13:55 <TrueBrain> no rush :) 13:14:12 <TrueBrain> I thought I closed the STUN connection in the earlier version .. as I called CloseConnection 13:14:18 <TrueBrain> turns out, CloseConnection doesn't close the socket :P 13:14:22 <TrueBrain> Close does 13:14:27 <TrueBrain> go figure :P 13:19:50 *** snail_UES_ has joined #openttd 13:23:41 <FLHerne> TrueBrain: server 13:24:01 <TrueBrain> works fine too :D 13:24:02 <TrueBrain> sweet! 13:24:17 <FLHerne> I got one message "dbg: [net] [tcp/coordinator] Connection with Game Coordinator lost; reconnecting ..." 13:24:47 <TrueBrain> yeah, always shows that .. 13:24:51 <TrueBrain> I should hide the first time it does that :D 13:25:03 <FLHerne> ok 13:25:17 <TrueBrain> I do not really know when your NAT decides to close the hole 13:25:19 <TrueBrain> bit weird 13:25:22 <TrueBrain> clearly it is not based on FIN :P 13:25:34 <TrueBrain> did you close the server just now? 13:26:01 <TrueBrain> seems so :) It is fine :) 13:26:04 <TrueBrain> tnx FLHerne ! 13:26:38 *** FLHerne has quit IRC 13:26:40 *** FLHerne_ has joined #openttd 13:26:54 <TrueBrain> I killed his connection :P 13:28:28 * andythenorth puzzled how grf name is set by bananas 13:28:37 * andythenorth will enjoy investigating 13:28:56 <TrueBrain> version name first, if not set, global name next 13:29:59 <andythenorth> I want to set it permanently to "Iron Horse 2 (Trains)" 13:30:09 <TrueBrain> so set it in global, and remove any version name 13:30:16 <andythenorth> but on upload Bananas autofills "Iron Horse 2" 13:30:18 <TrueBrain> but UX wise nobody understands this :P 13:30:26 <andythenorth> oh I found it 13:30:28 <andythenorth> thanks 13:30:28 <TrueBrain> it "autofills" based on the global name :) 13:30:31 <andythenorth> I was looking action 14 13:30:39 <andythenorth> "wrong place andythenorth" 13:30:47 <TrueBrain> we planned to read out NewGRFs for all kind of metadata 13:30:51 <andythenorth> sorted 13:30:52 <TrueBrain> but I think it only does the GRFID :P 13:31:46 <andythenorth> ha ha 13:31:50 <andythenorth> this is exactly 31 chars 13:31:51 <andythenorth> Road Hog (Buses, Trucks, Trams) 13:32:14 <andythenorth> a regular piece of valid feedback is that there is no way to know what a grf contains 13:32:24 <andythenorth> and mine are some of the worst, with quirky names 13:32:36 <TrueBrain> funny, we do extract name from NewGRF 13:32:40 <TrueBrain> not sure the code does anything with it after that 13:32:45 <andythenorth> but the character limit limits this hack ^^ :) 13:32:55 <andythenorth> this is like doing SEO :P 13:33:00 <andythenorth> BEO 13:33:15 <TrueBrain> "tags" were meant to solve that issue 13:33:18 <TrueBrain> but .. that got us nowhere 13:33:25 <peter1138> TrueBrain, it's mad that STUN just works, but then again I suppose STUN is called STUN for a reason (to make it look like a legimate protocol instead of weird hack that happens to work) 13:33:45 <andythenorth> folksonomies rarely work 13:33:53 <andythenorth> everyone did it because flickr did 13:34:05 <TrueBrain> peter1138: I let you in on a secret ... I do not follow STUN :P 13:34:06 <TrueBrain> nor ICE 13:34:36 <TrueBrain> STUN has its own binary protocol, and I was way too lazy to implement that :D So I just implemented similar functionality with the OpenTTD protocol :D 13:34:44 <TrueBrain> "STUN is a concept" approach :P 13:34:44 <peter1138> heh 13:35:09 <TrueBrain> I just don't fully understand why it works for FLHerne, honestly 13:35:14 <TrueBrain> most NATs I get why this works 13:35:22 <TrueBrain> but his .. it is weird 13:35:31 <TrueBrain> I mean, clearly the NAT listens to a FIN 13:35:36 <TrueBrain> and terminates the forward it has because of it 13:35:43 <TrueBrain> but not when another stream was setup too? 13:35:51 <TrueBrain> I don't really see how one would implement that 13:36:26 <TrueBrain> it works for most NATs because it is simply a lot of overhead to track streams indepth .. so I get that 13:36:34 <TrueBrain> but if you track streams .. why allow this? shrug 13:37:36 <andythenorth> renaming packages in bananas! 13:37:41 <andythenorth> this is so satisfying :) 13:37:41 <TrueBrain> anyway .. the whole STUN stuff is now invisible for any user .. he just says: make a connection, and it magically appears 13:37:56 <TrueBrain> (user == code user, not human user) 13:38:33 <andythenorth> I get unrealistic satisfaction from cleaning house on my bananas content 13:39:59 <andythenorth> I could tag all the old grfs as 'outdated' 13:40:05 <andythenorth> but not sure that's a sustainable convention 13:40:23 <andythenorth> it's quite common to see steam and reddit installing FIRS 2 for example, which is....ancient 13:42:00 <andythenorth> TrueBrain bananas content - are the names that the client sees cached? 13:42:16 <andythenorth> bananas web UI is updated, but client is showing old strings 13:42:38 <TrueBrain> BaNaNaS pushes an update every 5 minutes since last change 13:42:47 <TrueBrain> so if you keep updating for example, it will take infinite amount of time 13:42:58 <andythenorth> thanks 13:42:59 <TrueBrain> after 5 minutes of no changes, it will be pushed through-out the system 13:43:16 <TrueBrain> your last update was at :27 of this hour :) 13:43:27 <TrueBrain> your last pushed update 13:44:28 <TrueBrain> (this is done so you can make multiple edits that you want online at once) 13:44:38 <TrueBrain> Steam for example asks you to press "Publish to public" button 13:44:48 <TrueBrain> but I am 100% 90% of the BaNaNaS users will forget that and complain :D 13:45:01 <TrueBrain> +sure 13:45:13 <andythenorth> yes it totally makes sense :) 13:45:35 <TrueBrain> UI wise we could show a timer, and a button: publish now 13:45:40 <TrueBrain> but what-ever ... nobody seems to care enough :P 13:45:50 * andythenorth will wait a bit long 13:45:52 <andythenorth> longer * 13:46:15 * andythenorth wishes Rectal FIRS didn't exist 13:47:10 <andythenorth> oh I have broken bananas :o 13:47:22 <andythenorth> silly andythenorth 13:47:48 <TrueBrain> what broke? 13:48:33 <andythenorth> not sure "Something failed, sorry for the inconvenience" on manager page 13:48:35 <andythenorth> it's back again 13:49:46 <TrueBrain> no sentry report, so what-ever :P 13:49:47 <TrueBrain> :D 13:50:05 <andythenorth> stuff and things 13:50:13 <andythenorth> wow I never try and use bananas in client 13:50:22 * andythenorth looks at it from point of view of new user 13:50:33 <andythenorth> just tried a search for 'trains' 13:50:38 <andythenorth> interesting 13:53:25 <DorpsGek> [OpenTTD/bananas-frontend-cli] TrueBrain commented on pull request #20: Support developer authentication flow in bananas-cli https://git.io/JOti2 13:53:34 <TrueBrain> it also searches by tag 13:53:39 <TrueBrain> but in general, that UI needs to be done better 13:54:27 <andythenorth> one thing at a time I guess :) 13:54:41 <DorpsGek> [OpenTTD/bananas-frontend-cli] TrueBrain commented on pull request #21: Fix: do not try to authenticate when requesting help (#4) https://git.io/JOti7 13:58:57 <DorpsGek> [OpenTTD/bananas-frontend-cli] TrueBrain commented on pull request #22: Fix: Use urllib to combine urls (#5) https://git.io/JOtPM 14:02:24 <DorpsGek> [OpenTTD/OpenTTD] RiseOfDeath commented on issue #8967: Game crash during startup https://git.io/JYAmd 14:03:22 <DorpsGek> [OpenTTD/bananas-frontend-cli] TrueBrain commented on pull request #23: Combined PR to fix issues #3, #4, #5 and PR #20 https://git.io/JOtXB 14:06:03 <DorpsGek> [OpenTTD/bananas-api] TrueBrain approved pull request #87: Fix #86: Upload on docker failed https://git.io/JOtXy 14:07:12 <DorpsGek> [OpenTTD/bananas-api] TrueBrain commented on pull request #87: Fix #86: Upload on docker failed https://git.io/JOtXN 14:09:07 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #8967: Game crash during startup https://git.io/JYAmd 14:15:43 *** FLHerne_ has quit IRC 14:15:43 *** FLHerne has joined #openttd 14:15:58 *** Westie has joined #openttd 14:16:29 *** spnda has joined #openttd 14:22:46 <EER> Thanks for the reviews TrueBrain, I'll take a look in-depth tonight :) 14:23:34 <TrueBrain> yeah no worries, sorry it took so long 14:24:48 *** WormnestAndroid has quit IRC 14:26:51 *** WormnestAndroid has joined #openttd 14:27:40 <DorpsGek> [OpenTTD/OpenTTD] RiseOfDeath commented on issue #8967: Game crash during startup https://git.io/JYAmd 14:38:47 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #8967: Game crash during startup https://git.io/JYAmd 14:47:28 <DorpsGek> [OpenTTD/OpenTTD] RiseOfDeath commented on issue #8967: Game crash during startup https://git.io/JYAmd 14:47:55 <peter1138> ^ Curiouser 14:49:30 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #8967: Game crash during startup https://git.io/JYAmd 14:49:38 <LordAro> Curiouser and Curiouser 14:54:51 <snail_UES_> andythenorth: now restaurant cars eliminate running costs for all pax coaches? not just the first 4? 14:55:21 *** frosch123 has joined #openttd 15:02:36 <spnda> I need some help regarding implementing random triggers for my roadstops patch. I don't understand how action2random works internally or atleast inside of nmlc. Are there any docs on it? 15:03:21 <peter1138> Where do you need to start? 15:04:10 <spnda> Idk I'm clueless. Writing random_switch(FEAT_ROADSTOPS, SELF, switch_roadstop_random) { in my NML code did nothing ingame, so idk if I need to implement any specifics for it. Do I? 15:04:38 <Eddi|zuHause> do roadstops even have random bits? 15:05:01 <spnda> idk do I have to implement that? 15:05:18 <Eddi|zuHause> i would assume so 15:05:33 <peter1138> You have to tell where the random bits come from. There are some random bits included as part of the station. 15:06:00 <peter1138> There's also per-tile random bits for rail stations. 15:06:11 <peter1138> You'd need something similar for road stops 15:06:23 <peter1138> I don't know if you have implemented it as the same or a new NewGRF feature. 15:06:38 <spnda> it's from #7955, so yeah newgrf feature 15:08:12 <peter1138> In the newgrf resolver stuff, there are GetRandomBits() and also GetTriggers() 15:08:46 <peter1138> I assume for road stops you'd want to mostly copy what is done for stations. 15:09:01 <spnda> hmm yeah, thanks 15:09:12 <andythenorth> snail_UES_ yes 15:09:29 <peter1138> The existing code is all geared to only work with rail stations, of course. 15:09:44 <peter1138> Some of it would be the same, like how the triggers are... er.. triggers. 15:09:47 <peter1138> *triggered 15:19:06 * andythenorth is triggered 15:19:15 <andythenorth> I drank a pint of water 15:19:20 <andythenorth> why am I still thirsty? 15:19:55 <snail_UES_> andythenorth: so it’s like an incentive for longer trains. Does the bonus apply to all coach types (local, luxury…) or just a few? 15:25:15 <andythenorth> luxury is deleted 15:25:23 <andythenorth> just applies to 1 coach type 15:25:40 <andythenorth> it's just a pointless micro-management mechanic 15:25:53 <andythenorth> it's like having a bade or a camo or an attachment in other games 15:43:12 <andythenorth> badge * 15:43:21 <andythenorth> OpenTTD needs more Stickers 15:45:26 <Xaroth> It needs a Ping system, so you can point out stuff to people 15:46:21 <snail_UES_> right, I think it makes sense in a general purpose set such as the IH 15:46:42 <andythenorth> snail_UES_ I think there are better ways, but would need a newgrf spec extension 15:46:52 <spnda> gonna do a bios update for once... 15:46:57 *** spnda has quit IRC 15:47:10 <Eddi|zuHause> i'm always scared of bios updates 15:51:28 <peter1138> Fucking teams 15:52:03 <andythenorth> probably 15:52:22 <andythenorth> it is sunny here peter1138 15:52:29 <andythenorth> you should go out on my bike 15:53:04 <peter1138> in 10 minutes? Hmm 15:53:06 <peter1138> But! 15:53:10 <peter1138> Sunny but cold. 15:53:25 * LordAro going out in 1h10 15:53:29 <LordAro> with people and such 15:57:05 <andythenorth> I went out yesterday 15:57:09 <andythenorth> that will do me until2022 15:57:21 <peter1138> Ok. 15:57:37 <peter1138> I found a 2p so I've changed the CR2032 in my HRM. 15:59:36 <LordAro> :) 16:01:08 *** Wormnest has joined #openttd 16:05:53 *** tokai|noir has joined #openttd 16:05:53 *** ChanServ sets mode: +v tokai|noir 16:06:10 *** spnda has joined #openttd 16:09:51 *** EER has quit IRC 16:12:35 *** tokai has quit IRC 16:14:24 *** Flygon_ has quit IRC 16:24:11 <spnda> btw regarding action2random triggers, is there a default one? When writing NML and leaving the triggers blank, does that just completely ignore triggers or use some default? 16:26:29 <frosch123> it will just read the randombits, and not change them 16:26:42 <spnda> do triggers change them? 16:27:14 <frosch123> "triggers" is short for "rerandomisation triggers" 16:27:19 <frosch123> it's their only purpose 16:28:01 <LordAro> frosch123: #7662 probably requires your input 16:28:04 <spnda> ah so there's one random_bits created once and when a trigger is triggered the random_bits get re-randomised? 16:28:18 *** erle- has joined #openttd 16:31:01 <spnda> Ah yeah they work now, lovely 16:31:08 <spnda> Now just implement some triggers and it should be good 16:36:35 *** didac has joined #openttd 16:40:12 <DorpsGek> [OpenTTD/OpenTTD] SkippyCoo9 opened issue #9026: Error on starting OpenTTD https://git.io/JOqLk 16:45:25 <spnda> lovely issue report lol, attached two images that are not on images.githubusercontent 16:47:08 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #9026: Error on starting OpenTTD https://git.io/JOqLk 16:52:12 *** Progman has joined #openttd 17:01:14 <DorpsGek> [OpenTTD/OpenTTD] sauntheninja2 commented on issue #8252: Possible duplication of functionality in `screenshot.cpp` https://git.io/JJUWw 17:01:18 *** EER has joined #openttd 17:03:25 *** EER has joined #openttd 17:06:18 <spnda> is there any convention on how #import's should be structured? 17:06:19 *** tokai has joined #openttd 17:06:19 *** ChanServ sets mode: +v tokai 17:07:26 <frosch123> stdafx comes first, safeguards comes last, the rest is chaos 17:07:50 <DorpsGek> [OpenTTD/OpenTTD] SkippyCoo9 commented on issue #9026: Error on starting OpenTTD https://git.io/JOqLk 17:07:53 <DorpsGek> [OpenTTD/OpenTTD] SkippyCoo9 closed issue #9026: Error on starting OpenTTD https://git.io/JOqLk 17:08:06 <spnda> that sounds like a well thought out convention 17:08:12 <DorpsGek> [OpenTTD/bananas-api] erenes dismissed a review for pull request #87: Fix #86: Upload on docker failed https://git.io/JOtXy 17:08:15 <DorpsGek> [OpenTTD/bananas-api] erenes updated pull request #87: Fix #86: Upload on docker failed https://git.io/JOTLI 17:09:00 <spnda> Also #9026 says that downgrading to 1.11 fixed the assertion. But doesn't the nightly include the potential fix for the assertion of #8967? lol 17:09:15 <DorpsGek> [OpenTTD/bananas-api] erenes commented on pull request #87: Fix #86: Upload on docker failed https://git.io/JOqYb 17:12:19 <frosch123> assertions are disabled in stable releases 17:12:34 <frosch123> so any stable release will "fix" any assertion 17:13:08 *** tokai|noir has quit IRC 17:14:44 <andythenorth> will I try and make a patch for newgrf vars? :) 17:14:56 <spnda> but they would then usually crash or lead to undefined behaviour, so it would still be noticable sure 17:16:49 <DorpsGek> [OpenTTD/bananas-frontend-cli] erenes commented on pull request #20: Support developer authentication flow in bananas-cli https://git.io/JOqON 17:29:56 <DorpsGek> [OpenTTD/bananas-frontend-cli] erenes commented on pull request #23: Combined PR to fix issues #3, #4, #5 and PR #20 https://git.io/JOqsP 17:33:09 <DorpsGek> [OpenTTD/bananas-frontend-cli] erenes commented on pull request #21: Fix: do not try to authenticate when requesting help (#4) https://git.io/JOqGt 17:51:21 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JOqnl 17:51:22 <DorpsGek> - Update: Translations from eints (by translators) 18:03:00 *** Synck has joined #openttd 18:11:43 <DorpsGek> [OpenTTD/bananas-frontend-cli] erenes updated pull request #21: Fix: do not try to authenticate when requesting help (#4) https://git.io/JYQzj 18:12:44 <DorpsGek> [OpenTTD/bananas-frontend-cli] erenes commented on pull request #21: Fix: do not try to authenticate when requesting help (#4) https://git.io/JOqCh 18:13:48 <DorpsGek> [OpenTTD/bananas-frontend-cli] erenes commented on pull request #21: Fix: do not try to authenticate when requesting help (#4) https://git.io/JOqWq 18:16:07 <TrueBrain> EER: do you know how Python decorators work? 18:16:39 <EER> I am guessing they work similarly to c# attributes, but no I have no experience with them :) 18:16:52 <TrueBrain> okay, in that case I will write some code first :D 18:17:00 <TrueBrain> but your last push is nice :) 18:17:01 <EER> These PRs are very much my first foray into Python 18:17:27 <TrueBrain> the drawback is that people can forget it and get confused .. but decorators can fix that again :D I will make some time tomorrow to draft what I mean :) 18:18:22 <EER> I am guessing "@cli.command()" is a decorator? 18:18:40 <TrueBrain> yup 18:19:03 <TrueBrain> and in this case specifically the @task decorator 18:19:17 <EER> I guess that allows async/await? 18:19:51 <TrueBrain> its currently job is to bridge the sync from main to async from the command, yes 18:19:52 <EER> (this is just me mindmapping C# onto Python and may be grossly inappropriate :P) 18:21:38 <TrueBrain> or maybe a @pass_authentication, like @pass_session .. dunno, too long ago for me :P 18:21:46 <TrueBrain> have to check it out when I haven't been with my head in code all day :D 18:21:59 <Xaroth> EER: Decorators are close to what C# Attributes do, yes, but then more... function-y 18:22:27 <spnda> or annotations in other languages, which is the term I just use for anything similar like python's decorators 18:22:59 <Xaroth> it calls a function with the thing being decorated as its its argument, and whatever it returns is the thing after being decorated 18:23:17 <Xaroth> so you can replace a function with a wrapper that checks authentication, and calls the original function when the user is authenticated 18:23:45 <EER> ahhh, that's fairly straightforward, I'll look into it :) 18:24:24 <Xaroth> https://realpython.com/primer-on-python-decorators/ explains a bit on it 18:24:36 <Xaroth> you can do all kinds of crazy crap with it... but simple is often better 18:25:54 <EER> I'm sure people come up with all kinds of insane things to do with them, but your simple description is pretty clear :D 18:26:08 <Xaroth> well, it's python, so yes 18:32:19 <peter1138> alright 18:38:10 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #9027: Fix: decisions being made on uninitialised memory in the SDL video driver https://git.io/JOq4O 18:39:47 *** qwebirc40387 has joined #openttd 18:41:53 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9027: Fix: decisions being made on uninitialised memory in the SDL video driver https://git.io/JOq4K 18:42:58 <TrueBrain> vague commit message are vague :P 18:43:12 <EER> I implemented auth with a decorator, but now I feel dirty: https://github.com/erenes/bananas-frontend-cli/commit/2de1b8df994c08a7a6d1f92506acad56d69e5779 18:43:37 <EER> Not sure if it's an improvement, definitely not for understandability I think ;-) 18:44:34 <TrueBrain> no, that is indeed not an improvement :) But I am not awake enough to really help you :P So this will come tomorrow :) 18:44:57 <EER> no worries, I'm also calling it a night programmingwise ;-) 18:45:08 <TrueBrain> and ugh @ 9027 .. I keep forgetting PODs are not initialized on class ctor .. it is so annoying in C++ :P 18:46:41 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened issue #9028: Memory when destructing OpenGLBackend https://git.io/JOqBC 18:47:39 <TrueBrain> haha @ Cursor Sprites .. I wonder how many changes we need before we have that correct :D 18:48:06 <TrueBrain> turns out to be a real issue for us :D 18:48:19 <spnda> TrueBrain: Regarding cursor sprites, is it known that on master when rendering the cursor sprites the performance is absolute shit? 18:48:24 <spnda> See https://canary.discord.com/channels/142724111502802944/337701432230805505/830957660056190986 18:48:36 <TrueBrain> spnda: no clue why you ask me in particular :) 18:48:43 <TrueBrain> I have no clue if it is or isn't :) 18:48:44 <spnda> Cause you just mentioned it :) 18:49:00 *** iSoSyS has joined #openttd 18:50:25 <Rubidium> when I'm specific with commit messages they are too long, when they're not too long they not specific enough 18:51:09 <TrueBrain> haha, you are binary I see :D 18:52:23 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #9013: Fix: getaddrinfo/UDP blocking locks up whole game https://git.io/JOqRm 18:53:08 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #9022: Fix #8874: show a warning when a NewGRF scan is requested multiple times https://git.io/JOIro 18:53:11 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed issue #8874: It is possible to run the `rescannewgrf` command while NewGRFs are being scanned. https://git.io/JmrJo 18:53:30 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #9027: Fix: decisions being made on uninitialised memory in the SDL video driver https://git.io/JOq4O 18:54:28 <TrueBrain> the SDL one is funny, as we have a bug report about a very similar issue on Windows 18:54:37 <TrueBrain> Rubidium: mind checking if the same problem happens on the win32 driver? 18:55:13 <Rubidium> based on a quick code review it could be 18:55:21 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #9027: Fix: decisions being made on uninitialised memory in the SDL video driver https://git.io/JOqRX 18:55:36 *** urdh_ has joined #openttd 18:55:39 <TrueBrain> I used win32 as template for SDL, so any bug in win32 is most often also in SDL .. the other way around is not always true :D 18:56:00 <TrueBrain> https://github.com/OpenTTD/OpenTTD/issues/8967 is the possible related ticket 18:56:21 *** Hobbyboy|BNC has joined #openttd 18:57:00 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9025: Feature: Reveal chat history when chat message box is open. https://git.io/JOqR9 18:57:10 *** urdh has quit IRC 18:57:10 *** urdh_ is now known as urdh 18:57:40 *** Hobbyboy has quit IRC 18:57:58 <Rubidium> how bad is it if I push something completely untested to that pull request? 18:57:59 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9025: Feature: Reveal chat history when chat message box is open. https://git.io/JOqRx 18:58:26 <TrueBrain> if it is also setting the buffer_locked, I think we will be fine :) 18:58:36 <TrueBrain> I can always test on win32 if need be :) 18:59:24 <TrueBrain> peter1138: I love the chat history PR :D We should play more often to find these small QoL things :D 18:59:34 <spnda> one thing I've been hating is how after like a few hours CMake decides that the cache is outdated and I need to recompile the whole project reee 18:59:46 <Eddi|zuHause> what? PLAY the game? blasphemy! 18:59:54 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 dismissed a review for pull request #9027: Fix: decisions being made on uninitialised memory in the SDL video driver https://git.io/JOqRX 18:59:57 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #9027: Fix: decisions being made on uninitialised memory in the SDL video driver https://git.io/JOq4O 19:00:00 <TrueBrain> spnda: btw, if there isn't a ticket about it, please make one, about cursor issues .. I am not really on top of that atm, so I honestly don't know if there is one 19:00:19 <spnda> yeah I'll open an issue, it's only in debug mode though 19:01:22 <TrueBrain> tnx 19:01:51 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on issue #8967: Game crash during startup https://git.io/JYAmd 19:02:28 <TrueBrain> Rubidium: I will at least smoke-test the commit now :) 19:03:01 <TrueBrain> but it really looks like 1+1=2 :) 19:03:56 <TrueBrain> happy you looked at valgrind :D 19:04:13 <peter1138> Is this one of those "how the heck does it ever work" things? 19:04:28 <TrueBrain> more: random odds it works :P 19:05:25 <Rubidium> peter1138: sort of... how the heck are the values almost always 0. That does not sound like randomly initialised memory 19:05:40 <TrueBrain> it isn't "random" as such, is it? 19:06:06 <spnda> ah I always love myself a read access violation 19:06:13 <andythenorth> maybe we should play the game 19:06:16 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #9027: Fix: decisions being made on uninitialised memory in the SDL video driver https://git.io/JOqEG 19:06:19 <peter1138> We did. 19:06:27 <TrueBrain> we found plenty of issues to fix 19:06:29 <TrueBrain> got depressed 19:06:36 <peter1138> andythenorth, your bike is rubbish, my legs hurt now. 19:06:45 <andythenorth> I have 2 19:06:51 <andythenorth> you should have taken the electric one 19:06:58 <peter1138> now he tells me 19:07:00 <andythenorth> TrueBrain ha that's like me every game :) 19:07:07 <andythenorth> except for 'get depressed' 19:07:22 <TrueBrain> I am slowly working towards fixing many of my annoyances with the game 19:07:27 <TrueBrain> prioritizing to what other people find annoying too :D 19:07:35 <andythenorth> I think actually it's one place where being mod dev is easier 19:07:35 <TrueBrain> (hence the STUN taking priority over UI rewrite :P) 19:07:45 <peter1138> 30 miles, 1875 calories. god that is unfit... 19:07:46 <andythenorth> being mod dev is FML to get anything changed in the spec 19:07:54 <andythenorth> but actual content...if I see broken...I can fix it 19:08:18 <TrueBrain> I couldn't figure out how to set autorenew 19:08:20 <TrueBrain> to find out it is global 19:08:27 <TrueBrain> I only wanted to autorenew my RVs 19:08:28 <TrueBrain> not my trains 19:08:29 <TrueBrain> FML 19:08:30 <andythenorth> sometimes ALL I see is broken, and that's a bit overwhelming 19:08:55 <andythenorth> I have a design for totally new autoreplace + autorenew + train templates 19:09:01 <andythenorth> only I haven't drawn it :P 19:09:15 <andythenorth> I tried the JGRPP template patch which is...interesting 19:10:25 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed issue #8878: Dedicated server slow to stop while generating map https://git.io/Jm9IY 19:10:27 *** Synck has quit IRC 19:10:29 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed pull request #9001: Fix: If a thread is blocking on UDP send, it can block the entire main loop https://git.io/JOUPv 19:10:32 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #9013: Fix: getaddrinfo/UDP blocking locks up whole game https://git.io/JOku9 19:13:04 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8986: Fix: Missing 'Town names:' colon in map gen GUI https://git.io/JOqus 19:14:05 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #9027: Fix: decisions being made on uninitialised memory in the SDL video driver https://git.io/JOq4O 19:14:07 <peter1138> Hmm, with #7441 there's enough per-group flags that could be used to prevent/allow autorenew (one of the existing flags is to prevent autoreplace) but that doesn't help for vehicle types. 19:14:13 <TrueBrain> nice work Rubidium :D Really nice :) 19:17:13 <andythenorth> new GUI 19:17:25 <andythenorth> frosch(?) already proposed that autorenew could go 19:17:33 <andythenorth> and we could just allow replace-to-same-type 19:17:50 <andythenorth> it's common source of confusion on reddit etc 19:18:36 <andythenorth> 'already' 19:18:39 <andythenorth> I have turned into MB 19:18:41 <andythenorth> nvm 19:18:47 <andythenorth> was gonna happen one day 19:19:27 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened issue #9029: Error message opening nowhere near my mouse https://git.io/JOquh 19:19:44 <TrueBrain> andythenorth: that works fine for me too, as that was the first place I was looking for this 19:19:48 <peter1138> replace-to-same-type does require setting that up each time. 19:19:51 <TrueBrain> but it being a global setting, was not one I guessed 19:20:02 <peter1138> But maybe that's okay. 19:20:05 <frosch123> andythenorth: not everything is me :p 19:20:21 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #9028: Memory leak when destructing OpenGLBackend https://git.io/JOqBC 19:20:24 <andythenorth> "I have face blindness sometimes" 19:20:30 <TrueBrain> and I wrote some frustration in #9029 19:20:35 <TrueBrain> by far, that was my biggest frustration yesterday 19:21:24 <TrueBrain> sorry, not helping with the issue-counter :) 19:21:39 <andythenorth> playing will do that :) 19:21:47 <frosch123> yes, the error popup tries to be not in the way 19:21:52 <andythenorth> it _is_ pretty good game though 19:22:01 <TrueBrain> yeah ... that is one functionality it doesn't need frosch123 :P 19:22:04 <frosch123> i think in some cases we draw a red tile selection in addition 19:22:25 <TrueBrain> "Requirements for an error box ... 1) not being in the way" :D 19:22:27 <TrueBrain> sorry, I am trolling :) 19:22:34 <_dp_> considering most of those errors are kinda useless it's not that bad of a functionality :p 19:22:47 <frosch123> TrueBrain: an error box that is blocking where you want to click is way more annoying 19:22:57 <TrueBrain> that is why I also didn't write: below the cursor :D 19:23:12 <TrueBrain> but sometimes it felt like it tried max-distance :) 19:23:12 <peter1138> Place it where your eyes are looking. 19:23:27 <TrueBrain> anyway, rails show red when they cannot be placed 19:23:29 <frosch123> but since you like challenges: how about you make the error window half-transparent, and make it pass-through for cliking? 19:23:29 <peter1138> What about the story book global vs company window? 19:23:29 <TrueBrain> road doesn't 19:23:37 <TrueBrain> one of these things I want to dive into one day :) 19:23:38 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #9029: Error message opening nowhere near my mouse https://git.io/JOquh 19:23:47 <TrueBrain> frosch123: not against trying that :) 19:23:52 <TrueBrain> peter1138: make a ticket! 19:24:01 <TrueBrain> as that was rather annoying ... 19:24:03 <peter1138> TrueBrain, I think it was your gripe ;) 19:24:28 <TrueBrain> I already made 2 issues ... don't want to add a third :P 19:24:34 <TrueBrain> but okkkaaayyyyyy 19:24:51 <frosch123> the global/company goal thingie was a dp PR 19:25:04 <frosch123> oh, it's story book now, not goals 19:26:39 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened issue #9030: Global story book opens over company story book https://git.io/JOqgs 19:26:47 <TrueBrain> frosch123: yeah, I was confused at first too :) 19:28:14 <TrueBrain> peter1138: did I bitch about anything else? 19:28:17 <TrueBrain> owh, yes, rivers 19:28:37 <_dp_> doesn't company story book contain all the global pages anyway? 19:34:08 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on issue #9028: Memory leak when destructing OpenGLBackend https://git.io/JOqBC 19:34:15 <_dp_> btw, I find company story books kinda useless 19:34:25 <_dp_> way too convoluted ui for anything practical 19:34:26 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened issue #9031: Rivers going uphill are nearly impossible to distinguish from flat river https://git.io/JOq2J 19:34:41 <TrueBrain> I think both me and LordAro felt for ^^ :) 19:34:51 <TrueBrain> a route that was ~100k turned into 500+k :D 19:34:55 <spnda> I find it interesting that me trying to implement triggers for roadstops has caused exceptions being thrown from NPF functions 19:35:22 <TrueBrain> andythenorth: as I mentioned, I shouldn't be playing this game :P 19:35:51 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #8101: (Streetcar) vehicles do not use all open stations/gates https://git.io/JfmVJ 19:36:09 <peter1138> spnda, that's... interesting and probably wrong :-) 19:36:13 <andythenorth> I disagree TrueBrain :P 19:36:14 <TrueBrain> having ships draw the route they plan to take, like trains now do, would also help :) 19:37:13 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8986: Fix: Missing 'Town names:' colon in map gen GUI https://git.io/JOq2C 19:37:46 <andythenorth> TrueBrain also docks 19:37:59 <andythenorth> 'but flat docks were even in TTDP' or something 19:38:27 <andythenorth> 9031 is an ogfx issue, not openttd 19:38:30 <andythenorth> sorry to be an ass 19:38:39 <TrueBrain> I wrote that as possibility, so you are not an ass :P 19:38:49 <TrueBrain> I never remember what is in which part 19:38:57 <andythenorth> they just don't have many rocks 19:38:57 <TrueBrain> I could have looked it up, I guess 19:39:09 <andythenorth> they could also have the water drawn to indicate flow, like the beach waves 19:39:15 <TrueBrain> or locks! 19:39:21 <TrueBrain> locks do this perfectly fine 19:39:32 <TrueBrain> no clue why rivers became white-noise :) 19:39:37 <Rubidium> andythenorth: though the openttd graphics are not much better 19:39:43 <spnda> I am baffled by this stacktrace. Ship::Tick went to NPFShipChooseTrack went to RoadVehicle::IsBus. I have a feeling this is unrelated to my changes.... but I am not sure 19:40:02 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #9031: Rivers going uphill are nearly impossible to distinguish from flat river https://git.io/JOq2J 19:40:05 <andythenorth> Rubidium agree 19:40:15 <andythenorth> related: locks are hideous for other reasons 19:40:19 <andythenorth> why they are 3 tiles? 19:40:41 <andythenorth> tends to require demolishing most of the river to place them 19:41:08 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #9031: Rivers going uphill are nearly impossible to distinguish from flat river https://git.io/JOq2J 19:41:18 <TrueBrain> tnx for the screenie nielsm :) 19:41:31 <andythenorth> I would try to improve the river rapids sprites if other improvements were being made 19:41:36 <nielsm> andythenorth: locks are 3 tiles so it doesn't look terrible when a large ship is using them 19:41:38 *** HerzogDeXtEr has quit IRC 19:41:40 <TrueBrain> andythenorth: indeed, I basically rebuild the river to make it happen :P 19:41:48 <andythenorth> nielsm unlike say...corners? :) 19:41:58 <spnda> OH I WAS CAUSING THE ISSUE 19:42:04 <andythenorth> ships pass through each, but let's have unbuildable locks :D 19:42:09 <andythenorth> sorry, being an ass again 19:42:15 <spnda> I was doing if (front->type = VEH_ROAD)....................... so all vehicles were being checked as roadvehicles 19:42:19 <TrueBrain> but okay, at least locks are clear in how they work and why 19:42:25 <TrueBrain> spnda: oops :D 19:42:39 <TrueBrain> placing down docks was also interesting .. I was thinking we could highlight possible tiles around the cursor 19:42:43 <TrueBrain> to help out what are valid locations 19:42:58 <TrueBrain> as now you are just trying like a mad-man around river boarders :P 19:43:05 <frosch123> TrueBrain: ctrl+x opens the transparency toolbar, using the flat buttons below the icons, you can set trees to completely invisible, instead of just transparent 19:43:08 <TrueBrain> boarders? borders :D 19:43:20 <TrueBrain> frosch123: I know, but I mostly like trees :) 19:43:35 <TrueBrain> just not when building rivers :P 19:44:05 <andythenorth> I love river docks! https://user-images.githubusercontent.com/1780327/114451932-be68b200-9bcf-11eb-8b96-b8c4516b05b7.png 19:44:16 <andythenorth> so great! https://user-images.githubusercontent.com/1780327/114451960-cb85a100-9bcf-11eb-8369-3aefe4f400c4.png 19:44:31 <frosch123> ah, so you wanted to point out, that rivers are hard to see behind trees :) i thought you just wanted to make it harder for people to guess ogfx/original graphics by covering the whole screenshots with transparent trees :p 19:44:32 <Rubidium> andythenorth: why the locks are 3 tiles, you probably have to ask Oskar (2004 is calling) 19:44:58 <TrueBrain> frosch123: haha, yes, I wanted to show that it is near impossible to spot rivers going uphill, especially that one type :) 19:45:59 <TrueBrain> it really feels like a big FU, but I didn't want to write that in the ticket :P 19:46:07 <TrueBrain> I had to take out max-loan to finish the route :P 19:46:48 <glx> <TrueBrain> I think both me and LordAro felt for ^^ :) <-- me too (rivers on slopes) 19:46:55 <andythenorth> TrueBrain try placing industries some time :P 19:46:59 <TrueBrain> also one of these things: remove an airport that is joined with another station, but not next to it (anymore) 19:47:01 <TrueBrain> place the airport back 19:47:04 <TrueBrain> it is now a new airport 19:47:10 <TrueBrain> now that is not fucking your schedule over at all! 19:47:18 <TrueBrain> want to undo it? Costs you a lot of cash :D 19:47:20 <andythenorth> 'ctrl' 19:47:41 <TrueBrain> andythenorth: yeah .. not working after the fact :P 19:47:56 <TrueBrain> can you somehow merge stations after-the-fact? 19:47:58 <TrueBrain> like, at all? 19:48:36 <frosch123> no, you have to remove them first again 19:49:01 <TrueBrain> and hope the town still allows you after that :D 19:49:05 <andythenorth> I want to just livestream 'truebrain plays the game' 19:49:11 <andythenorth> then I want to do it again with grfs 19:49:18 <frosch123> TrueBrain: you can team up with cirdan :p they had a "overbuild airports" ptch 19:49:23 <TrueBrain> andythenorth: it is really frustrating .. but okay, as said, slowly working towards it :) 19:49:45 <TrueBrain> similar that I want to redirect all my planes to another airport 19:49:52 <TrueBrain> just ... everyone with this order 19:49:53 <TrueBrain> now go there 19:49:56 <TrueBrain> bbbyyyeeeeee 19:50:07 <TrueBrain> but the order window really exploded since I last played it 19:50:17 <frosch123> you can close airports 19:50:17 <TrueBrain> I couldn't drag some orders as it kept changing some silly detail I didn't care about 19:50:25 <frosch123> then aircraft will skip that order 19:50:25 <TrueBrain> (far-end, middle, near-end or what-ever) 19:50:30 <TrueBrain> frosch123: yeah .. not what I want :) 19:50:37 <DorpsGek> [OpenTTD/OpenTTD] michicc opened pull request #9032: Fix #9028: [OpenGL] Clear cursor cache on destroying the OpenGL backend. https://git.io/JOqa7 19:50:38 <TrueBrain> I want to build a new bigger airport, and direct everyone there 19:50:51 <frosch123> so you want the factorio method? :p 19:51:31 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9032: Fix #9028: [OpenGL] Clear cursor cache on destroying the OpenGL backend. https://git.io/JOqap 19:51:41 <TrueBrain> frosch123: does factorio has something like that? 19:51:48 <TrueBrain> well, I guess with building belts? 19:52:04 <frosch123> in factorio train stations are identified by their name 19:52:17 <TrueBrain> owh, they have trains too ofc 19:52:23 <frosch123> you can rename them: give two statiosn the same name, and trains will consider both their target 19:52:28 <TrueBrain> well, their way of doing is completely different, but it is a nice way of doing it, yes :) 19:52:46 <frosch123> rename a station, and all orders to the old one will become unreachable 19:52:52 <frosch123> until you build a new station with the old name 19:53:05 <TrueBrain> that would work too, honestly 19:53:13 <TrueBrain> I do not think that works for OpenTTD, right? 19:53:16 <TrueBrain> names are not relevant, IDs are? 19:53:22 <frosch123> no, we use unique ids for stations :) 19:53:30 <frosch123> you can rename things without breaking stuff 19:53:33 <DorpsGek> [OpenTTD/OpenTTD] LubosKolouch commented on issue #8101: (Streetcar) vehicles do not use all open stations/gates https://git.io/JfmVJ 19:53:37 <TrueBrain> https://github.com/OpenTTD/OpenTTD/issues/8911 <- this would work too 19:53:48 <TrueBrain> at least, that makes it easier already 19:53:50 <_dp_> names are relevant but for entirely different reason 19:54:05 <TrueBrain> but yeah, what I said .. the order window booommeeddddddddd since I last played 19:54:10 <TrueBrain> and not for the better :) 19:54:13 <frosch123> TrueBrain: nah, 8911 is just: learn hotkeys and set your defaults 19:54:43 <frosch123> players need to learn the game anyway. you cannot adjust the gui to suit everyone 19:55:00 <DorpsGek> [OpenTTD/OpenTTD] michicc updated pull request #9032: Fix #9028: [OpenGL] Clear cursor cache on destroying the OpenGL backend. https://git.io/JOqa7 19:55:09 <frosch123> same for your distant join case btw. i have no idea how you managed to build the airport in the first place. 19:55:09 <TrueBrain> the other really annoying thing are RVs: what ever you do, after a while, they are all driving close together 19:55:16 <TrueBrain> serving all stations in a short time to never server them for months 19:55:30 <frosch123> after you distant-jointed N stations, you will just press ctrl without thinking 19:55:36 <andythenorth> pls, add more order types 19:55:37 <glx> <TrueBrain> just not when building rivers :P <-- IIRC X should toggle transparency 19:55:37 <EER> It might just be the 25 years of experience speaking, but I find the gui very intuitive :') 19:55:39 <TrueBrain> frosch123: clearly that is not the case :D 19:56:00 <andythenorth> I often forget :) 19:56:07 <TrueBrain> but this is overall the main problem: OpenTTD works if you have played for hours and hours. Not because the UI is good, but because you got used to all the weirdness :) 19:56:09 <frosch123> TrueBrain: yes, that is the auto-separation patch 19:56:12 <andythenorth> or I accidentally join them because corners touch 19:56:16 <glx> ctrl+x to open the menu (and define some states) and x to toggle 19:56:28 <TrueBrain> frosch123: yeah, I know. But that is a solution :) I just mention it was frustrating to deal with the problem :P 19:56:36 <glx> but I need to check how it works 19:56:43 <frosch123> but I dislike "the game plays itself" features like cdist and auto-separation :p i prefer the timetable "load for at least 5 days" method 19:56:51 <andythenorth> 'say what you see' is a top method for UI design 19:56:57 <TrueBrain> main issue was breakdowns 19:57:02 <TrueBrain> they screw up everything you planned :P 19:57:06 <glx> probably something with ctrl click on the transparency window 19:57:08 <TrueBrain> and overtaking is fun: just when the vehicle has overtaken another 19:57:12 <TrueBrain> it forces the other to break for a bit 19:57:14 <TrueBrain> really evil 19:57:33 <TrueBrain> it truly is road-rage 19:57:40 <frosch123> TrueBrain: it also happens without breakdowns. first vehicle arrives, takes long to load everything. second vehicle arrives, station is empty, it continues immediately 19:58:03 <frosch123> so, once RV are stuck together, any loading won't separate them anymore 19:58:08 <glx> road pathfinding makes suboptimal decisions by looking only at current destination 19:59:09 <andythenorth> they can be separated with a single rate limiting roadstop 19:59:16 <andythenorth> and a wait n days order like frosch said 19:59:24 <TrueBrain> ah, found wha tis annoying about dragging orders: you can only drag an order if you do NOT have it selected :) That explains :D 19:59:34 <andythenorth> but I mentioned this a few times on discord, and reaction was 'wtf? fuck that use JGR' 19:59:39 <andythenorth> GG :) 19:59:40 <glx> with stations placed in a kind of loop in town you end up with RV doing 8's around houses between 2 stations when there's a straight line 20:02:16 <TrueBrain> I wonder if I can record the road rage, that would be fun :) 20:03:11 <DorpsGek> [OpenTTD/OpenTTD] LubosKolouch commented on issue #8101: (Streetcar) vehicles do not use all open stations/gates https://git.io/JfmVJ 20:03:37 <glx> ctrl clicking a running train to share orders can be a pain as you need to hit the engine 20:03:52 <TrueBrain> try with fast planes :D 20:03:55 <TrueBrain> follow vehicle is the trick there 20:04:00 <frosch123> TrueBrain: hmm, didn't i say on the first stream: it's insulting that factorio has a better train order gui? or something? 20:04:15 <glx> you need to click on it to be able to follow it ;) 20:05:02 <TrueBrain> frosch123: it is not far from the truth, honestly :) 20:05:03 <frosch123> haha, in singleplayer, i just pause :p 20:05:19 <TrueBrain> but, OpenTTD just has a very "nostalgic" way of doing things :) 20:05:40 <nielsm> open station window, open vehicles using station list, ctrl-click vehicle in list 20:06:10 <andythenorth> FLHerne try it in ffwd :) 20:06:15 <_dp_> sooo many people bamboozled by default debug build 20:06:19 <TrueBrain> holy crap, overtaken is more broken then I thought :) 20:06:19 <andythenorth> I have been testing cargo aging on ffwd for about 4 days 20:06:28 <andythenorth> TrueBrain step away... 20:06:34 <TrueBrain> no, I have a movie! :D 20:06:42 <nielsm> and also my week off is over, back to work tomorrow 20:06:48 <TrueBrain> nielsm: awwwhhhh 20:06:53 <andythenorth> same 20:07:03 <andythenorth> I was going to achieve so much 20:07:08 <andythenorth> I achieved...not deleting Iron Horse 20:07:23 *** erle- has quit IRC 20:08:33 <andythenorth> I tried to do it like a sort of poem https://www.tt-forums.net/viewtopic.php?p=1243646#p1243646 20:08:39 <andythenorth> without rhyming 20:09:24 <FLHerne> _dp_: where? 20:09:48 <_dp_> FLHerne, one just popped in on my server and asked 20:09:53 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened issue #9033: RV road rage during overtaken https://git.io/JOqwp 20:09:56 <_dp_> but I've seen some in discord as well 20:10:12 <TrueBrain> I should crop that movie 20:10:15 <FLHerne> What's the issue? 20:10:25 <spnda> interesting issue title, "RV road rage" 20:10:29 <FLHerne> People try nightlies and wonder why they're slower? 20:10:40 <_dp_> ppl copy lines from docs, get debug build and wonder why it sucks 20:12:12 <glx> ah manual builds 20:12:32 <glx> feel free to add info to the docs :) 20:12:35 <TrueBrain> updated road rage :) 20:12:49 <TrueBrain> spnda: there is no better way to describe it honestly :) 20:13:46 *** EER has quit IRC 20:14:46 *** nielsm has quit IRC 20:17:35 <glx> nice video 20:17:50 <TrueBrain> an alternative solution for #9033 is to add "FUCK YOU" as sound-bit to the game, to play after overtaking 20:18:03 <TrueBrain> I am perfectly fine with that solution too :D 20:18:07 <TrueBrain> or just honking 20:18:31 <spnda> the transmitter is a default object, yes? 20:18:36 <frosch123> 9033 looks quite realistic to me 20:18:52 <TrueBrain> look at the frame around 10 seconds btw 20:18:57 <TrueBrain> the mail truck is inside the bus :P 20:18:58 <glx> and it's worse with highways, 2 lanes but handled like normal road 20:19:26 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #9033: RV road rage during overtaken https://git.io/JOqwp 20:19:42 <TrueBrain> frosch123: exactly why I wrote the ticket like this; it is very realistic :) 20:21:12 <frosch123> pretty sure the "exceed max speed" is a feature. so overtaking actually finishes somewhen 20:21:30 <TrueBrain> so .. the slower vehicle exceeds max speed to finish overtaking? 20:21:55 <TrueBrain> that makes no sense :D Sorry :) 20:22:16 <TrueBrain> but yeah, coding wise I am sure there is a good reason for this weird behaviour :) 20:22:34 <spnda> id love to see a 51km/h bus overtake a 50km/h bus lol 20:22:34 <TrueBrain> the breaking is most likely a counter of some sorts kicking in 20:23:47 <TrueBrain> LordAro: you are not the only one who was annoyed by the article yesterday: https://www.reddit.com/r/linux/comments/mpeetp/openttd_went_to_steam_to_solve_a_hard_problem/ 20:24:20 <frosch123> hmm, i can only find a bonus for acceleration 20:24:56 <TrueBrain> so, if anyone asks again why I don't play, this is why :P 20:25:01 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #9031: Rivers going uphill are nearly impossible to distinguish from flat river https://git.io/JOq2J 20:26:56 <peter1138> spnda, the standard way to prevent that issue is to reverse the test... if (VEH_ROAD == front->type) -- it won't compile if you accidentally use a single = 20:27:04 <peter1138> But of course, we don't do that. 20:27:20 <TrueBrain> don't compilers warn about this shit nowedays anyway? 20:27:25 <spnda> huh I didn't know of that lol, thanks 20:27:30 <spnda> nope it did not warn me 20:27:48 <TrueBrain> sorry: sane compilers? :D 20:27:54 <spnda> msvc :shrug: 20:28:10 <spnda> but yeah VEH_ROAD couldn't be assigned so that totally makes sense, yeah 20:28:26 <TrueBrain> "<source>:3:11: warning: suggest parentheses around assignment used as truth value [-Wparentheses]" 20:28:43 <TrueBrain> GCC 10.3 with -Wall 20:28:49 <TrueBrain> not the most descriptive :) 20:29:09 <spnda> eh idk, just did cmake --build . and didn't see anything so I just ran it 20:29:27 <TrueBrain> I am not blaming you :) 20:30:17 <frosch123> TrueBrain: msvc syntax warnings are on the level of gcc 2.9.5 20:30:37 <spnda> gcc 2? wouldnt that be like 1990? 20:30:43 <peter1138> < spnda> id love to see a 51km/h bus overtake a 50km/h bus lol < never been stuck behind two trucks overtaking? 20:31:02 <TrueBrain> not on a 2-way street, no peter1138 , I haven't :) 20:31:13 <peter1138> :D 20:31:16 <frosch123> spnda: no, 1999-2001 20:31:19 <TrueBrain> :D 20:31:51 <spnda> peter1138: As I have the privilege of living in germany, nope, can 99% just overtake them going at >150km/h 20:32:02 <spnda> 99% of the time* 20:32:08 <frosch123> spnda: 2.95 is the "reunion" gcc, after a fork outlived the original version 20:32:23 <andythenorth> navigable river rapids? 20:32:27 <andythenorth> did I add that here? https://github.com/andythenorth/NotWater/issues/1 20:32:31 <peter1138> egcs was all the rage, I remember that... 20:34:07 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #9031: Rivers going uphill are nearly impossible to distinguish from flat river https://git.io/JOq2J 20:34:17 <glx> added more pictures 20:34:29 <TrueBrain> \o/ 20:34:59 <glx> and yes original is better but could be improved too 20:35:31 <andythenorth> navigable rapids 20:35:32 <glx> oh and that's with invisible trees 20:35:42 <andythenorth> ships can go uphill anyway 20:35:48 <glx> imagine with trees, or transparent ones 20:35:56 <andythenorth> wonder if I could draw them differently 20:36:05 <andythenorth> like a narrowing section, and an actual waterfall 20:36:12 <andythenorth> would look stupid in a long run of them 20:36:18 <peter1138> of course "original" is not actually original, so we can actually fix it... 20:36:43 <peter1138> Some rapids around the rocks would be good. 20:36:53 <glx> maybe add jumping salmon 20:37:01 <glx> to show the direction 20:37:05 <peter1138> NewWater? o_O 20:37:13 <TrueBrain> well, a waterfall of some sorts is not a terrible idea 20:37:20 <TrueBrain> initially, I didn't realise ships couldn't go uphill 20:37:30 <TrueBrain> as the sprite itself doesn't really look impossible for some 20:37:31 <TrueBrain> :D 20:37:46 <TrueBrain> but more rocks etc works too 20:37:46 <Wolf01> I would like both navigable rivers (without locks, maybe 2 tile wide) and rapids 20:37:54 <peter1138> Waterfall would actually help emphasize that it's impassible, yeah. 20:38:14 <Wolf01> Waterfalls are a really good idea 20:38:59 <TrueBrain> with a hidden cave behind it?! :D 20:38:59 <frosch123> andythenorth: i think you drew the rivers in openttd.grf, right? 20:39:06 <andythenorth> yes :) 20:39:12 <frosch123> someone to blame \o/ 20:39:13 <spnda> ugh I just can't get random_bits to get updated on triggers.... sad 20:39:14 <andythenorth> yes 20:39:21 <TrueBrain> frosch123: OOHOHHHH, what a terrible thing to say :D 20:39:23 <TrueBrain> but really funny :P 20:39:38 <andythenorth> I didn't draw the rocks 20:39:49 <andythenorth> I drew the land borders / river banks for all terrains 20:39:53 <andythenorth> then ran away 20:40:02 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #9032: Fix #9028: [OpenGL] Clear cursor cache on destroying the OpenGL backend. https://git.io/JOq6n 20:40:04 <andythenorth> the original was some water.grf or something 20:40:07 <TrueBrain> sorry michi_cc , got distracted ... tnx for helping my OCD :) 20:40:37 <spnda> I think it is very interesting that my cursor issue from yesterday has just decided to not happen... 20:40:43 <DorpsGek> [OpenTTD/OpenTTD] michicc merged pull request #9032: Fix #9028: [OpenGL] Clear cursor cache on destroying the OpenGL backend. https://git.io/JOqa7 20:40:46 <DorpsGek> [OpenTTD/OpenTTD] michicc closed issue #9028: Memory leak when destructing OpenGLBackend https://git.io/JOqBC 20:40:48 <TrueBrain> spnda: MAGIC 20:41:00 <TrueBrain> Rubidium: is valgrind clean now? :D 20:41:23 <FLHerne> spnda: Have you updated since yesterday? there were fixes 20:41:26 <spnda> I was at f0f2073 (v-sync option) and since then it got fixed... 20:41:31 <spnda> so yeah 20:41:36 <glx> btw playing yesterday made me find at least 2 'errors' in french translation (mainly missing {BLACK}) 20:41:58 <TrueBrain> glx: run a check for all languages if colours are correct? 20:42:06 <TrueBrain> some script? :D 20:42:22 <FLHerne> spnda: JGR, probably https://github.com/OpenTTD/OpenTTD/pull/8993 20:42:44 <FLHerne> Oh, hm, that's before vsync 20:42:46 <FLHerne> slightly 20:42:55 <glx> well one had the tag, but after the actual text, the other simply missed the tag 20:43:04 <spnda> yeah might've actually been before v-sync, don't exactly remember 20:43:09 <glx> both result in blue text 20:43:10 <spnda> nevertheless its fixed and that's good :) 20:44:13 <glx> strgen could check that I guess 20:45:15 <glx> IIRC it checks only commands for parameters 20:45:47 <frosch123> better let eints check it :p 20:45:54 <frosch123> or you get broken nightlies 20:46:23 <glx> warnings are allowed 20:46:58 <TrueBrain> still, eints should do it :D 20:47:06 <TrueBrain> translators would never see it otherwise 20:47:09 <TrueBrain> and we get to fix the mess :P 20:47:27 <glx> but if eints can do it it's better yes 20:47:56 *** Samu has quit IRC 20:47:58 <peter1138> Damn, I was hoping the cursor fix would be the cause of enabling v-sync tanking game-loop performance. But it's not. 20:48:13 <peter1138> (cause of/solution for) 20:48:21 <Rubidium> TrueBrain: yeah, it seems solved 20:48:24 <TrueBrain> Rubidium: \o/ 20:48:43 <TrueBrain> now the washers could finish their wash before the house was teared down :D 20:48:50 <TrueBrain> that sentence .. I was I could give awards :) 20:49:20 <glx> best description of the action 20:51:08 *** debdog has joined #openttd 20:52:44 *** gelignite has quit IRC 20:54:36 <spnda> I am baffled, can anyone look at https://gist.github.com/spnda/2e59386afb6362d9eef1bb6129e2f1c5 and maybe tell me why as soon as any trigger is triggered the random_bits don't get updated and the sprites don't change? (It could also totally be a NML issue). 20:56:03 <glx> oh and now I think I could solve the weird RV pathfinding with one way road (not sure the town would have allowed it though) 20:57:07 <andythenorth> if we had console macros 20:57:18 <andythenorth> I would macro toggling 'vehicles expire' and 'reload_newgrfs' 20:57:22 <andythenorth> for testing reasons 20:57:33 <andythenorth> or just developer tools give me a button for that :P 20:57:45 <frosch123> spnda: you are mixing random bits from the Station with random bits from the Tile 20:58:40 <glx> andythenorth: you want a way to run a console script triggered by your makefile ;) 20:59:30 <spnda> frosch123: Would that really matter though? Random bits are random bits or is there actually a structure to them 20:59:47 <andythenorth> glx not for toggling 'expire' but for reload_newgrfs yes :P 21:00:07 <frosch123> spnda: that's something you should know :p 21:00:35 <frosch123> but most features have separate bits for tiles and for the whole entitiy 21:00:48 <spnda> should, but don't :) 21:00:58 <frosch123> for railstations, it's some bits for the whole station, and some bits for the tile, all masked into one integer 21:01:36 <frosch123> you use Station::random_bits, which are the random bits for the whole railstation 21:01:48 <frosch123> SetStationTileRandomBits are the bits for a single tile 21:01:53 <frosch123> those are very different things 21:02:02 <spnda> uhh 21:02:50 <spnda> but effectively SetStationTileRandomBits can be omitted in this case I guess 21:03:00 <spnda> because right now I don't want to care about each tile, but each station as a whole 21:03:15 <spnda> so setting st->random_bits should be sufficient, no? 21:03:30 <spnda> GetRandomBits also just returns thi->st->random_bits 21:03:54 <frosch123> well, you do a >> 16 for the reseet 21:04:06 <frosch123> you need to do the same shift in GetRandomBits and in the reseed 21:04:09 <Eddi|zuHause> spnda: my opinion, if you're going to mess with road stations, you should be prepared that they might be extended to multi-tile (like airports) 21:04:13 <frosch123> but again, no idea what your goal is 21:04:39 <Eddi|zuHause> you don't have to implement that, but keep that path open 21:05:08 <spnda> Eddi|zuHause: I mean, messing with is already past me, see https://github.com/OpenTTD/OpenTTD/pull/7955. 21:05:11 <spnda> And yes, that was my idea 21:06:22 <spnda> But right now having a station wide implementation is a good start and then start with the rest 21:06:28 <spnda> finish with the rest* 21:09:05 *** frosch123 has quit IRC 21:13:20 *** sla_ro|master has quit IRC 21:15:30 *** spnda has quit IRC 21:22:22 *** Progman has quit IRC 21:29:02 <DorpsGek> [OpenTTD/OpenTTD] Xaroth opened pull request #9034: Don't complain that you cannot remove rail/road if it doesn't exist. https://git.io/JOq1s 21:30:50 <DorpsGek> [OpenTTD/OpenTTD] Xaroth updated pull request #9034: Don't complain that you cannot remove rail/road if it doesn't exist. https://git.io/JOq1s 21:30:51 * Xaroth grmbls 21:35:22 <andythenorth> how is the issue count doing? :P 21:35:44 <didac> hey all, I am curious which IRC client do you all use for Windows, if any? 21:35:52 <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on pull request #9021: Fix: Do not unlock railtypes when enabling wagons with GameScript https://git.io/JOq19 21:37:29 <glx> didac: I use kvirc 21:37:39 <FLHerne> didac: I think Hexchat is the goto one 21:37:41 <TrueBrain> I use Element via Matrix via IRC bridge :) 21:38:12 <FLHerne> (I use Konversation, which is great but lacks a Windows maintainer) 21:38:53 <michi_cc> Hexchat 21:48:36 *** qwebirc40387 has quit IRC 21:50:13 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #9034: Don't complain that you cannot remove rail/road if it doesn't exist. https://git.io/JOqDJ 21:54:22 *** andythenorth has quit IRC 21:54:29 *** Cursarion has quit IRC 21:54:29 *** jeremy[m] has quit IRC 21:54:29 *** Jess[m] has quit IRC 21:54:29 *** CornsMcGowan[m] has quit IRC 21:54:29 *** gdown has quit IRC 21:54:29 *** Heiki[m] has quit IRC 21:54:29 *** hamstonkid[m] has quit IRC 21:54:29 *** phil[m] has quit IRC 21:54:29 *** robert[m]2 has quit IRC 21:54:29 *** elliot[m] has quit IRC 21:54:29 *** einar[m] has quit IRC 21:54:29 *** magdalena[m] has quit IRC 21:54:29 *** natalie[m] has quit IRC 21:54:29 *** cacheerror[m] has quit IRC 21:54:29 *** dag[m] has quit IRC 21:54:29 *** hylshols7qui[m] has quit IRC 21:54:29 *** nartir[m] has quit IRC 21:54:29 *** grag[m] has quit IRC 21:54:29 *** osvaldo[m] has quit IRC 21:54:29 *** natmac[m] has quit IRC 21:54:29 *** ookfof[m] has quit IRC 21:54:29 *** ist5shreawf[m] has quit IRC 21:54:29 *** nolep[m] has quit IRC 21:54:29 *** jeeg[m] has quit IRC 21:54:29 *** iarp[m] has quit IRC 21:54:29 *** ircer[m] has quit IRC 21:54:29 *** tonyfinn[m] has quit IRC 21:54:29 *** grossing has quit IRC 21:54:29 *** welterde has quit IRC 22:00:41 <Xaroth> <3 glx 22:01:08 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9017: WIP: allow multiplayer without port forwarding (using STUN) https://git.io/JOk7C 22:01:37 *** ircer[m] has joined #openttd 22:01:37 *** nartir[m] has joined #openttd 22:01:37 *** natalie[m] has joined #openttd 22:01:37 *** cacheerror[m] has joined #openttd 22:01:37 *** magdalena[m] has joined #openttd 22:01:37 *** iarp[m] has joined #openttd 22:01:37 *** einar[m] has joined #openttd 22:01:37 *** elliot[m] has joined #openttd 22:01:37 *** jeeg[m] has joined #openttd 22:01:37 *** robert[m]2 has joined #openttd 22:01:37 *** hylshols7qui[m] has joined #openttd 22:01:37 *** osvaldo[m] has joined #openttd 22:01:37 *** phil[m] has joined #openttd 22:01:37 *** hamstonkid[m] has joined #openttd 22:01:37 *** nolep[m] has joined #openttd 22:01:37 *** ist5shreawf[m] has joined #openttd 22:01:37 *** ookfof[m] has joined #openttd 22:01:37 *** Heiki[m] has joined #openttd 22:01:37 *** dag[m] has joined #openttd 22:01:37 *** gdown has joined #openttd 22:01:37 *** grag[m] has joined #openttd 22:01:37 *** welterde has joined #openttd 22:01:37 *** CornsMcGowan[m] has joined #openttd 22:01:37 *** tonyfinn[m] has joined #openttd 22:01:37 *** Jess[m] has joined #openttd 22:01:37 *** natmac[m] has joined #openttd 22:01:37 *** jeremy[m] has joined #openttd 22:01:37 *** grossing has joined #openttd 22:01:37 *** Cursarion has joined #openttd 22:02:53 <TrueBrain> okay, another step in the right direction 22:02:59 <TrueBrain> rewrote the server .. lots more stable code now :D 22:03:09 <TrueBrain> detects disconnects a lot better, so servers deregister properly :P 22:03:27 <TrueBrain> tomorrow we fiddle with some more GUI stuff :) 22:16:46 *** andythenorth has joined #openttd 23:00:48 *** andythenorth has quit IRC 23:26:39 *** Wolf01 has quit IRC 23:40:26 *** FLHerne has quit IRC 23:56:27 *** iSoSyS has quit IRC