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00:06:48 *** Wormnest has joined #openttd 00:38:42 *** Flygon has joined #openttd 00:52:33 <Gustavo6046> I have two parallel one-way tracks in opposite ways, as is recommended for proper OpenTTD railway construction methodology. 00:52:47 <Gustavo6046> What if I want to build a station in the *middle*? 00:54:50 <supermop_Home> just build the station? 00:55:54 <Gustavo6046> well, how can I connect it with said tracks, such that it remains connected, whilst at the same time still allowing train passthrough? 00:55:56 <Gustavo6046> tunnels? 00:56:03 <Gustavo6046> wait 00:56:05 <Gustavo6046> I think I can try that 00:57:23 <Gustavo6046> or, nah 00:59:18 *** Wormnest has quit IRC 01:03:35 <supermop_Home> here are a few typical ways: 01:03:36 <supermop_Home> https://imgur.com/a/wz3lxvc 01:05:33 <supermop_Home> basically, if you've been to a local train station that is bypassed by expressed trains, most of the track layouts you may have seen there will more or less work in the game 01:06:39 <supermop_Home> I typically use 1 or 4 most of the time 01:06:44 <Gustavo6046> well 01:06:48 <Gustavo6046> by that time I already thought of a way 01:07:39 <Gustavo6046> how's this? https://i.imgur.com/M6AAGnI.png 01:07:56 <supermop_Home> with a little timetabling, 1 will work in most situations, and when it really doesn't you may as well move up to 4 tracks 01:08:38 <supermop_Home> that's generally fine 01:08:51 <Gustavo6046> and, I see 01:08:53 <supermop_Home> thats essentially option '3' 01:09:18 <supermop_Home> but with 2 platforms, handy when you want trains to be able to terminate and turn back 01:09:26 <Gustavo6046> mhm 01:09:32 <Gustavo6046> that's why the depots are there 01:09:40 <supermop_Home> that sharp turn coming out of the tunnel will kill your trains' speed 01:09:58 <Gustavo6046> (although I hadn't really thought of that part when I first put them, but when it hit me, I instantly added those connections between the depots and the side/express(?) lines!) 01:10:00 <Gustavo6046> :p 01:10:03 <Gustavo6046> true 01:10:10 <Gustavo6046> I could extend it so it crosses then comes back in a gentler turn 01:10:44 <Gustavo6046> like this https://i.imgur.com/qupAPrc.png 01:17:41 <Eddi|zuHause> i'd merge it earlier to the outside, to avoid a short S curve in the "straight" track 01:18:19 *** didac has joined #openttd 01:18:23 <Eddi|zuHause> the track that enters from the top, pull it straight on another tile, and then directly merge it downwards 01:18:34 <Eddi|zuHause> instead of pulling it back across 01:19:24 <Gustavo6046> ah 01:19:37 <Gustavo6046> yeah I don't even need that curve in the 'straight' track 01:20:08 <Eddi|zuHause> you could also extend the tunnel, although that usually causes issues with signal distances 01:20:51 <Gustavo6046> https://i.imgur.com/fEvU3JH.png 01:20:53 <Gustavo6046> hm 01:20:56 <Gustavo6046> ?? 01:20:57 <Gustavo6046> (ops) 01:21:07 <Gustavo6046> hm? * is this better? 01:21:13 <Gustavo6046> or, what you meant 01:33:06 *** Wormnest has joined #openttd 01:35:57 *** snail_UES_ has joined #openttd 02:12:18 *** glx has quit IRC 02:18:34 *** D-HUND has joined #openttd 02:21:54 *** debdog has quit IRC 02:25:38 *** Wormnest has quit IRC 02:29:47 *** Wormnest has joined #openttd 02:29:53 *** WormnestAndroid has quit IRC 02:30:05 *** WormnestAndroid has joined #openttd 02:30:44 *** snail_UES_ has quit IRC 03:09:18 <Gustavo6046> Can towns grow through road-rail crossings? 03:09:33 <Gustavo6046> They can't make them themselves, right? 03:11:07 *** HerzogDeXtEr has quit IRC 03:22:18 *** Wormnest has quit IRC 03:47:47 <supermop_Home> its a setting 03:48:08 <supermop_Home> if the crossing is already there they will grow 03:48:20 <supermop_Home> if not they will try to build a bridge 03:48:34 <supermop_Home> if you enable them to build level crossings then they can 06:37:05 *** andythenorth has joined #openttd 06:38:36 <andythenorth> yo 06:46:25 <Rubidium> good morning 06:49:19 *** nielsm has joined #openttd 06:52:59 <andythenorth> oof rebasing a FIRS branch from last year 06:53:05 <andythenorth> and I've blacked all the src meanwhile as well 06:57:57 *** sla_ro|master has joined #openttd 07:01:53 * andythenorth much mergetool :) 07:03:23 <DorpsGek> [OpenTTD/OpenTTD] LordAro updated pull request #9049: Prepare for 1.11.1 release https://git.io/JORUM 07:05:19 <DorpsGek> [OpenTTD/OpenTTD] LordAro updated pull request #9049: Prepare for 1.11.1 release https://git.io/JORUM 07:06:24 <peter1138> There's a couple more backport requested 07:07:22 <LordAro> oh yes 07:07:35 <LordAro> well, just #9050, right? 07:07:47 <LordAro> i did the other 2 07:08:10 <peter1138> I think so, I ... didn't count properly. 07:09:06 <peter1138> Beautiful sunny morning. It's 2 degrees... 07:09:12 <DorpsGek> [OpenTTD/OpenTTD] LordAro updated pull request #9049: Prepare for 1.11.1 release https://git.io/JORUM 07:09:24 <Heiki> hovercraft stream is broken 07:09:31 <LordAro> peter1138: a great man once said "get on your bikes and ride" 07:09:39 <peter1138> Good idea. 07:09:56 <LordAro> gonna warm up quite quickly anyway 07:10:00 <LordAro> (here at least) 07:10:42 * peter1138 listens to Queen as suggested. 07:11:38 <LordAro> lol 07:12:16 <peter1138> I'll see if it warms a bit. I also have backache so riding in the cold with that is unappealing. 07:15:18 *** Progman has joined #openttd 07:20:29 <andythenorth> queen you say? 07:20:43 * andythenorth turns off toto 07:24:24 <DorpsGek> [OpenTTD/OpenTTD] perezdidac updated pull request #9043: Feature: bridges over bridges (WIP) https://git.io/JOWU8 07:33:11 * peter1138 ponders installer a compiler on his pi 07:38:00 <DorpsGek> [OpenTTD/OpenTTD] perezdidac updated pull request #9043: Feature: bridges over bridges (WIP) https://git.io/JOWU8 07:41:23 *** didac has quit IRC 07:56:46 *** jottyfan has joined #openttd 07:57:18 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #9049: Prepare for 1.11.1 release https://git.io/JO0K7 08:00:57 <nielsm> OpenTTD 1.11.1: This is The one 08:03:18 <peter1138> https://github.com/TrueBrain/TrueWiki < Breaking the mold that readme. 08:03:49 <peter1138> Most readmes just say how to build, nothing about what it actually is at all, really winds me up. 08:06:27 *** gelignite has joined #openttd 08:06:57 <TrueBrain> peter1138: that is because there is nothing to build, only to configure :P Which is documtend :D 08:07:07 <TrueBrain> not disagreeing btw :) 08:07:08 <Rubidium> but... I was expecting 1.11.11 at 11-11 on 11:11+1 08:07:44 <peter1138> Rubidium, 7 months away, still time... 08:07:50 <TrueBrain> peter1138: https://github.com/TrueBrain/TrueWiki/issues/111 :) 08:07:57 <TrueBrain> also, 111 :D 08:08:10 <peter1138> Oh jesus no. 08:08:19 <peter1138> I really like it, do not change it please. 08:09:14 <TrueBrain> and this shows that in any language it can be hard to track what the subject was, in this case of "really winds me up" .. :D 08:09:21 <nielsm> what it is, how to install it, basic usage, those are good subjects for a readme, with detailed installation, configuration, and usage in separate filesadaptation 08:09:34 <nielsm> wow that ended up broken thanks keyboard 08:10:32 *** Wolf01 has joined #openttd 08:10:49 <peter1138> TrueBrain, when I stumble on a project that could be a solution, but the only documentation is how to build it, THAT winds me up! 08:11:02 <TrueBrain> peter1138: yeah, sorry, totally misread what you meant there :D 08:11:03 *** supermop_Home has quit IRC 08:11:04 <peter1138> Nothing about what it does, how to use it, what it can't do... 08:11:22 <TrueBrain> what I mostly don't like about this README, is that it is very windy 08:11:35 <TrueBrain> but that is a visual issue, honestly 08:11:38 <nielsm> sure the details about syntax can be moved somewhere else 08:11:51 <nielsm> but a basic back-of-box feature list is good 08:19:11 <andythenorth> TrueWiki for newgrf spec? 08:20:20 <peter1138> My $job-1 had an ancient mediawiki install. Wonder how many exploits that had in it... 08:21:06 <peter1138> andythenorth, make it so! 08:22:37 * andythenorth making FIRS so currently 08:22:51 <andythenorth> not so TrueWiki 08:22:54 <andythenorth> just more FIRS 08:32:47 * andythenorth tanks 08:32:59 <andythenorth> players with 'winner', 'sniper', 'pro' in their nickname 08:33:22 <andythenorth> you think their WR is higher or lower than average? :) 08:36:47 <peter1138> Gosh it's now a heady 6 degrees. 08:37:31 <peter1138> I need a bigger monitor to fiddle with quad size GUI, 2560x1440 isn't quite enough. 08:41:09 <peter1138> Oddly the volume sliders are scaled by font size, not gui size. 08:43:50 <andythenorth> GG 08:53:45 <peter1138> And they break when I scale GUI. Hmm. 08:55:37 <Rubidium> is that since the backported change in 1.11.1, or is it unrelated? 08:58:38 <peter1138> Just in my branch dealing with GUI scale :) 08:59:15 <peter1138> It means that window is using a different way to set sizes which works fine currently. 09:02:29 <peter1138> Actually I will test master anyway. Might be wrong there. 09:04:15 *** Samu has joined #openttd 09:06:10 <peter1138> It's very wonky in master but doesn't disappear like in my branch, so not "broken" as such. 09:16:06 <peter1138> Oh, I think I know why. 09:16:29 <peter1138> I missed out the next patch in the series :p 09:18:21 <peter1138> So it rescaled base on SetMinimalSize(x, 0) and ignored the SetMinimalTextLines(1, ...) 09:19:12 <peter1138> Scales properly now, although the face it is based on font-size is a bit weird. 09:21:07 <peter1138> Scaled by pixel size in the settings window. Also some now unnecessary manual scaling. 09:28:34 <peter1138> Oof, that is odd. 09:33:43 *** jottyfan has quit IRC 09:40:39 <_dp_> can someone may be quickly spot a cause of the desync here? https://citymania.org/static/files/misc/desync20210117.txt 09:41:19 <_dp_> unfortunately it's 5 minutes of gameplay between saves so a lot of random noise 09:42:28 <peter1138> Is there a parser for this data? 09:43:03 <peter1138> Actually is this savegame comparison? 09:43:22 <peter1138> Cos you need the commands to know, right? 09:43:27 <_dp_> yeah, that's a diff between server save and a previous save advanced with command log 09:44:13 <_dp_> so it should match if there was no desync 09:45:56 <peter1138> Where are the commands? 09:46:42 <_dp_> https://citymania.org/static/files/misc/desync20210117_commands.txt 09:47:01 <peter1138> Comparing two saves can only tell you that they are different, not why. 09:47:44 <_dp_> well, there are usually some clues 09:47:52 <_dp_> I found a lot of desyncs that way already 09:48:54 <_dp_> hm... I just spotted something weird in that command log... 09:49:50 <peter1138> I have seen a couple of desyncs on my own server, but it's always been from the same IP, so... "hmm" 09:50:26 <_dp_> was it yesterday? 09:50:58 <peter1138> No, couple of weeks ago. 09:52:23 <_dp_> probably unrelated then 09:52:56 <_dp_> but this one looks pretty suspicious unless I messed up command mapping 09:53:05 <_dp_> because there are GIVE_MONEY and MONEY_CHEAT commands 09:53:56 <_dp_> yeah, defenitely wrong mapping, nvm 09:54:09 <peter1138> Blame it anyway :D 09:55:45 <andythenorth> goes it connect GS and grf? 09:55:47 <andythenorth> oh wait, we can't 09:55:55 <peter1138> How? 09:56:03 <andythenorth> because players won't know which ones to download 09:56:17 <peter1138> NewGRF dependencies? 09:56:23 <andythenorth> something something 09:56:28 <peter1138> Does WWT_EMPTY auto-scale? 09:56:33 <andythenorth> I might just cheat and make a house set 09:56:38 <andythenorth> that reads the town register 09:56:50 <peter1138> Seems it does. 09:56:52 <andythenorth> the only advantage of GS is that it can display text in the town window 09:58:33 * andythenorth out loud thinking without context 09:58:43 <_dp_> https://citymania.org/static/files/misc/desync20210117_commands_fixed.txt 09:58:48 <_dp_> with the right command name 09:58:49 <peter1138> s/auto-scale/default to SetFill(1, 1)/ 09:59:12 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #9049: Prepare for 1.11.1 release https://git.io/JO0bK 09:59:26 <andythenorth> goes it houses in FIRS? 09:59:30 <andythenorth> hmm 09:59:30 <peter1138> andythenorth, I mean, I have literally no how you can connect them together. (Not that you can't) 10:00:02 <andythenorth> [emoji] 10:00:07 <peter1138> _dp_, where does the random seed become different? 10:00:18 <_dp_> no idea unfortunately 10:00:27 <_dp_> I don't have seeds from the server 10:00:54 <_dp_> should definitely save them in the future 10:01:36 <_dp_> this is just some logging I quickly made with admin port and it doesn't get random seeds 10:02:03 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9049: Prepare for 1.11.1 release https://git.io/JO0bb 10:02:28 <_dp_> can definitely improve it a lot not that I realized I don't need saves from clients 10:02:38 <_dp_> *now 10:03:13 <peter1138> Load the last network save and replay? 10:03:33 <_dp_> yep 10:04:09 <_dp_> well, I don't have network saves but any save will do 10:04:16 *** Jess[m] has left #openttd 10:05:42 <peter1138> TrueBrain, be interesting to see how quick the servers adapt, what with Steam auto-updating by default. 10:06:27 <TrueBrain> absolutely 10:06:56 <_dp_> well, proper dedicated servers likely don't use steam 10:07:22 <peter1138> Yes but the users do. 10:07:54 <peter1138> That servers don't and mat need to adapt quicker was my point. 10:07:56 <_dp_> right, I should start stutting down 1.10.0 ones 10:07:57 <peter1138> *may 10:08:54 <peter1138> You can of course run a dedicated server on Linux via Steam, however it doesn't auto-update anyway, so still needs attention. 10:09:15 <peter1138> TrueBrain, automatic server update and "no-restart" run-time patching when? :D 10:09:30 <TrueBrain> when your insanity reached peek? :D 10:09:30 <_dp_> lol 10:09:41 <peter1138> Wasn't there a whole company formed around updating bits of the Linux kernel without having to reboot? 10:10:03 <peter1138> And don't most people just go for "spread everything around so it doesn't matter if a bit goes down" these days anyway... 10:10:36 <TrueBrain> take openttd.org, if I want to upgrade, I scale up first, and scale down the old machines after 10:10:41 <TrueBrain> lot safer in many ways :) 10:10:47 <peter1138> Yeah 10:11:24 <TrueBrain> this 100% uptime "thing" we left like 10 years ago 10:11:27 <peter1138> So multiple horizontal SetFills on the same row can cause... oddities. 10:11:33 <peter1138> Yes 10:11:35 <TrueBrain> I remember the days it was cool to show your uptime graph, and reaching 1000 days was like: WOW 10:11:40 <_dp_> but can you update db in that way? 10:11:55 <michi_cc> Server send CMD_UPDATE_CODE to all connected clients and causes simultaneous runtime update :P 10:12:04 <peter1138> _dp_, yes. 10:12:14 <TrueBrain> michi_cc: wtf is wrong with you :P 10:12:16 <peter1138> _dp_, obviously you need to design your infrastructure for it. 10:13:26 <peter1138> Hmm, actually as the original code forced the size, SetFill(0, 0) should end up the same. 10:13:29 <michi_cc> TrueBrain: All blockchain signed of course, we don't want the top server to be "get your bitcoin miner here" :) 10:13:40 <_dp_> CMD_UPDATE_WINDOWS, everyone updates their windows at the same time to keep it fair :p 10:16:35 <peter1138> How should orudge's OS2 WARP port handle updating the OS? Hmm... 10:17:05 <Rubidium> OS/2 Warp is effectively Windows as well, isn't it? Just a really old one/fork 10:17:28 <_dp_> just show a sad face while everyone updates :p 10:19:20 <peter1138> There was a RISC OS port at one point. 10:20:39 <peter1138> Built before the Raspberry Pi was a thing. 10:34:37 <_dp_> was that thing that adds more desync checks merged from jgrpp? 10:37:47 *** frosch123 has joined #openttd 10:47:31 <peter1138> Annoying part of rescaling all minimum sizes is some of them are pre-scaled. 11:46:11 <andythenorth> hmm 11:46:34 <peter1138> And then when you try to sort that out you find other oddities :p 11:51:46 *** HerzogDeXtEr has joined #openttd 11:53:40 <andythenorth> goes it (1) exclude some industries from the map count that figures out whether to build more industries (2) a callback to try and force industries of type X into every town 11:56:49 <peter1138> Is there an industry-type distribution system? Or is it just equally priority? 11:59:31 <andythenorth> there are weighted probabilities 11:59:37 <andythenorth> with random component 12:00:46 <andythenorth> the amount OpenTTD tries to build is 'fixed' (also scaled by map size) 12:01:15 <andythenorth> which is ok, until I try and force industries into every town 12:15:20 *** gelignite has quit IRC 12:17:47 <andythenorth> (1) is probably just a single bit in existing flags? 12:18:09 <andythenorth> probably industry_cmd.cpp counts industries somewhere to decide when to build a new one 12:27:21 <andythenorth> it's nice that industry_cmd.cpp contains all the original industries :) 12:27:22 <andythenorth> cute 12:29:38 <andythenorth> TryBuildNewIndustry looks like the place where the magic happens? 12:32:02 <andythenorth> maybe I can just set the probability to max for certain industries 12:33:14 <andythenorth> hmm, big map, that won't force type into every town 12:35:01 <andythenorth> hmm I might be not seeing it 12:35:07 <andythenorth> but where's the map size scalar for target_count? 12:56:30 *** glx has joined #openttd 12:56:30 *** ChanServ sets mode: +v glx 13:02:51 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg opened issue #9051: Cities build irrational bridges: right on the shore, along the lake, next to each other https://git.io/JOEC9 13:06:22 <peter1138> Pretty sure there was a bridge length limit for towns building across water. 13:08:18 <andythenorth> can't see one specific to towns in openttd.cfg 13:08:22 <andythenorth> just the max bridge length 13:08:45 *** iSoSyS has joined #openttd 13:09:36 <LordAro> it got changed to be population-based in 1.11 13:09:43 <LordAro> could probably do with some tweaking 13:09:49 <LordAro> also hi 13:14:56 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on pull request #9043: Feature: bridges over bridges (WIP) https://git.io/JOElE 13:15:22 <peter1138> Hmm, better but not perfick 13:16:25 <peter1138> Maybe the 1 pixel rating should become 2 pixels... 13:19:02 *** tokai has joined #openttd 13:19:02 *** ChanServ sets mode: +v tokai 13:25:06 <peter1138> Ok, not gonna use the posh garmin, flat battery... 13:25:58 *** tokai|noir has quit IRC 14:16:00 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #9051: Cities build irrational bridges: right on the shore, along the lake, next to each other https://git.io/JOEC9 14:16:15 <nielsm> I'd like some feedback on those thoughts ^^ 14:20:17 <DorpsGek> [OpenTTD/OpenTTD] stormcone commented on pull request #9049: Prepare for 1.11.1 release https://git.io/JOE20 14:24:21 *** iSoSyS has quit IRC 14:30:12 *** Wuzzy has joined #openttd 14:32:34 <LordAro> nielsm: intriguing idea, might work quite well 14:34:33 <nielsm> it will obviously require a bunch of tuning 14:35:01 <nielsm> how budget scales with town size and what all the various things cost 14:35:53 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on issue #9051: Cities build irrational bridges: right on the shore, along the lake, next to each other https://git.io/JOEC9 14:36:12 <nielsm> also perhaps shorten the delay until next expansion cycle when one fails, so you don't sit waiting 600 days to build a bridge over a rail 14:40:58 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #9051: Cities build irrational bridges: right on the shore, along the lake, next to each other https://git.io/JOEC9 14:47:12 *** Beerbelott has joined #openttd 14:48:13 <Beerbelott> Hello! A lot of non-freed memory comes from the ICU library. The question is: is it a defect from that library or could this be the main program badly driving it? Cf. https://paste.rosset.net/?4739bcc91ab3818b#EtLEKKjVe1gZLqvhATvQjauDCqT6ASZPfpXoRfc39V89 14:48:39 <glx> let's blame ICU, easier ;) 14:49:08 <glx> also we rely on unsupported part of ICU 14:49:22 <nielsm> well maybe various caches (hinted by trace) are not released by us 14:50:15 <nielsm> regardless it's not something I would worry about if it's at most one object per language pack and it doesn't increase by changing language while running 14:52:11 <glx> yeah as long it's not growing during game run it should be ok 14:55:12 <michi_cc> nielsm: Town Tax Simulator? 14:55:58 <nielsm> michi_cc yeah pretty much I guess, make the towns have a roughly estimated level of economic activity 14:56:59 <glx> servicing has an effect on town growth, having an effect to the grow budget makes sense 14:57:02 <michi_cc> So well served town and industries would mean higher taxes and big splurges :) 15:14:46 *** supermop_Home_ has joined #openttd 15:18:02 <Beerbelott> nielsm: I see "src/strings.cpp:1802: _current_collator.reset(icu::Collator::createInstance(icu::Locale(_current_language->isocode), status)); 15:18:02 <Beerbelott> " 15:18:17 <Beerbelott> The rest of the trace is internal to the lib 15:19:14 <Beerbelott> Does this mean some calls need to be made at the end of the program to ensure ICU releases its own data allocated through malloc? 15:19:54 <nielsm> the OS will free all allocated memory when the process exits, no need to waste time calling free() on things that are only allocated once 15:20:39 <Beerbelott> nielsm: I'd precisely clal that best practices. Even if it is an understood and kept under control memory leak, it is a memory leak still :) 15:20:45 <Beerbelott> call* 15:20:46 <andythenorth> nielsm I have subscribed to your newsletter 15:21:22 <andythenorth> I have some overlapping ideas for FIRS 15:21:31 <andythenorth> TL;DR delivering town cargos is bland 15:21:56 <andythenorth> I can write from industries to town registers, which other entities can read 15:22:18 <andythenorth> my intent is to provide some dimensions of 'satisfaction' or 'expandability' to the town 15:22:46 <andythenorth> house sets could use these to control expansion - out (more buildings) - or up (bigger buildings) 15:23:06 <supermop_Home_> +1\ 15:23:17 <andythenorth> but FIRS could also read these for an optional mode idea I have, where industries have random chance of permanent production increase, beyond supplies 15:23:30 <andythenorth> a satisfied town could be a factor in industry production increase 15:24:13 <andythenorth> the thing that (mostly) has worked in FIRS is directly influencing industry production via supplies or combinatorial deliveries 15:24:52 <andythenorth> I would like to (1) offer control of town growth more directly (2) have more dimensions of 'growth' than just 'bigger' 15:25:00 <andythenorth> [newsletter ends] 15:25:34 <andythenorth> cc also: town bridges only if a builders yard is supplied with input :P 15:27:08 <nielsm> how about doing a "regions light" thing, where each town can also reference a "regional capital" that just happens to be the closest City? 15:27:12 <nielsm> and industries can too 15:27:49 *** gelignite has joined #openttd 15:27:58 <nielsm> that could let the BSPI idea of power plants required to supply factories with power be a bit more flexible so a power plant can supply an entire "region" 15:28:25 *** Wormnest has joined #openttd 15:29:53 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #9052: Packet encapsulation https://git.io/JOEyq 15:42:26 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #9051: Cities build irrational bridges: right on the shore, along the lake, next to each other https://git.io/JOEC9 15:52:17 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #9051: Cities build irrational bridges: right on the shore, along the lake, next to each other https://git.io/JOEC9 16:02:13 <andythenorth> it would be useful to be able to agglomerate towns yes 16:02:27 <andythenorth> I think I can test a _lot_ of my ideas without any spec extension 16:02:33 <andythenorth> but some things will be limited 16:02:42 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #9051: Cities build irrational bridges: right on the shore, along the lake, next to each other https://git.io/JOEC9 16:12:22 *** Progman has quit IRC 16:16:03 <andythenorth> lol that loop unroll I wrote, we could have had an iterator cb that yields consist IDs sequentially from front or rear, with a continue / break CB result 16:16:12 <andythenorth> might have been less mad 16:16:16 * andythenorth did it anyway 16:17:05 <andythenorth> also I think I can force an industry into every town using considerable evil, by setting probability of all other industry types to probability 0 until the condition is met 16:17:11 <andythenorth> might be pathological for map gen 16:23:07 <Beerbelott> This I don't get: https://paste.rosset.net/?11b17b1fbe3ec98f#D61Bk2nbzx8EbfBwXnvcQzjWXjqBdkCtZvFvRMLtHqzr The waterfall of the source static variable shows every instianciated object up to the call to icu::BreakIterator::createCharacterInstance has a destructor, which seems to take care of the object deallocation. Why is this memory lealing? 16:23:25 <Beerbelott> leaking* 16:24:57 *** andythenorth has quit IRC 16:26:15 *** snail_UES_ has joined #openttd 16:28:10 <Rubidium> Beerbelott: depends on your definition of leaking. If it is, not deallocated when the application closes then it leaks, if it is not reachable when the application closes then it does not leak 16:28:53 <Beerbelott> Rubidium: The trace says "still reachable" 16:29:12 *** Flygon has quit IRC 16:29:28 <Rubidium> yes, I know... so under the first definition of me it leaks, under the second definition it is not leaking 16:30:33 <Rubidium> but it sounds like the application does not bother to reset the console when shutting down. The question is also, why should it? It only makes shutting down take more time 16:30:38 <Beerbelott> I see one static variable followed by 2 objects allocation beforethe call to the library. Destructors are there, taking care of freeing dynamically allocated parts of said objects... THe only way this can leak is if some dynamically allocated members are replaced without the old value being unallocated, by I see so sign of that 16:32:01 <Beerbelott> ALl this is driven by a static variable. I suspect the expected behaviour is for destructors to be called when statis variabels are cleared 16:33:12 <Rubidium> I'm sorry, but do you know what "still reachable" means in the output of valgrind? 16:35:26 <Beerbelott> Found something, might explain: https://www.valgrind.org/docs/manual/faq.html#faq.reports 16:35:39 <Beerbelott> still reachable = still allocated 16:35:44 <Beerbelott> no? 16:36:03 <nielsm> it means there are still valid pointers in the program that point to the memory 16:36:13 <glx> it's not loast 16:36:13 <nielsm> meaning the program would be capable of freeing the memory 16:36:17 <glx> *lost 16:36:39 <nielsm> unlike a non-reachable allocation, where there is an allocation that the program does not have any pointers to, and such would not be able to free 16:36:53 <Rubidium> Beerbelott: take a look at https://www.valgrind.org/docs/manual/faq.html#faq.deflost instead, that might be more informative 16:37:19 <nielsm> the latter is definitely a leak, the former can just be an allocation that is made once at the start of the program and left alone to let the OS clean it up 16:39:18 <nielsm> a memory leak is unbounded increase in allocations without cleaning up, where the amount of allocations is increasing more the longer the program runs 16:39:34 <nielsm> an allocation done once at startup and never repeated is not really a leak IMO 16:40:07 <Beerbelott> Rubidium: Yup, thx. CHeck also my link, explaining how the C++ cruft behaves beyond the program space 16:40:14 <Beerbelott> THat's probably it. 16:41:16 <Rubidium> "still reachable" is memory that a pedant would free before closing the application, but others might also consider writing code to achieve that pointless because once the application is closed all allocated memory of the application will be returned to the operating syetem. 16:41:32 <Beerbelott> --show-leak-kinds shall be invoked w/o reachable to avoid this C++ nightmare 16:52:09 <Rubidium> most of that nightmare they are talking about is decades old, and for what it's worth an awful lot is suppressed automatically by valgrind in the standard libraries, so it might even "leak" much more if you disable the suppressions 17:04:39 <peter1138> IIRC you need to be careful on Amiga... 17:13:13 *** erle- has joined #openttd 17:23:32 *** Wormnest has quit IRC 17:38:34 <DorpsGek> [OpenTTD/OpenTTD] perezdidac updated pull request #9043: Feature: bridges over bridges (WIP) https://git.io/JOWU8 17:39:52 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #9052: Packet encapsulation https://git.io/JOEyq 17:42:58 *** didac has joined #openttd 17:48:15 <didac> Hi all, I am trying to understand why the regression tests fail for https://github.com/OpenTTD/OpenTTD/pull/9043, any idea? plz discussion about the PR itself aside. 17:49:12 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JOuTN 17:49:14 <DorpsGek> - Update: Translations from eints (by translators) 17:50:18 <Rubidium> didac: maybe '1: + Loading your savegame caused OpenTTD to crash.' 17:50:26 <glx> didac: you modified savegame format ? 17:51:31 <didac> I've added a new item to the SaveLoadVersion enum since the PR introduces a change that is not backwards compatible 17:51:50 <didac> well meaning older versions won't support it 17:52:09 <glx> you may need to add conversion code 17:55:08 <peter1138> What about parallel bridges above each other? ;) 18:04:48 *** WormnestAndroid has quit IRC 18:05:47 *** WormnestAndroid has joined #openttd 18:06:46 <peter1138> Slip coaches when? 18:07:47 *** Wormnest has joined #openttd 18:21:13 <didac> Parallel bridges above each other is a different story, harder to achieve with the current tile information is represented, based on my research, but never is impossible, one step at a time, 18:29:14 <didac> I meant nothing is impossible :) 18:30:18 <DorpsGek> [OpenTTD/OpenTTD] perezdidac updated pull request #9043: Feature: bridges over bridges (WIP) https://git.io/JOWU8 18:33:02 <didac> I am also getting this when building on MSVC2019. 19>16 : + Internal error : Loader for 'lzma' is not available.' 19>17: - 7 => 0 19>17 : + Internal error : Loader for 'zlib' is not available.' 18:34:20 <nielsm> https://github.com/OpenTTD/OpenTTD/blob/master/COMPILING.md#windows 18:34:35 <nielsm> you need liblzma and lzo and zlib 18:35:11 <LordAro> thoughts on including #8908 in 1.11.1 ? 18:35:52 <nielsm> I'm not against it 18:36:43 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #9053: Change: merge duplicate logic to scroll in lists by key into a single location https://git.io/JOuY4 18:38:07 *** EER has joined #openttd 18:41:25 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on pull request #9053: Change: merge duplicate logic to scroll in lists by key into a single location https://git.io/JOuYj 18:41:46 <didac> I already had lzo and zlib installed, but recently the build doesn't find them 18:43:42 <didac> I'll try rerunning cmake again ÑD 18:43:55 *** didac has quit IRC 18:44:35 <peter1138> Ha... oh 18:45:08 <Rubidium> I knew it peter1138, you have a patch for that somewhere 18:46:49 <peter1138> I was going to ask if he'd told cmake where vcpkg lives... 18:48:17 *** Progman has joined #openttd 18:49:12 <peter1138> Windows Magnifier is absolutely useless when you have 3 screens of different resolutions... 18:51:09 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #9053: Change: merge duplicate logic to scroll in lists by key into a single location https://git.io/JOuY4 18:52:29 *** Beer_ has joined #openttd 18:57:30 *** andythenorth has joined #openttd 18:58:22 <andythenorth> slip coaches = shunting, at speed? 19:00:22 *** Wormnest has quit IRC 19:01:14 <Rubidium> that sounds quite dangerous 19:07:39 <peter1138> Basically. Disconnecting local carriages from an express train... 19:08:46 <DorpsGek> [OpenTTD/bananas-api] erenes updated pull request #88: Change: Follow redirect convention for login also for developer flow https://git.io/JOBxj 19:11:54 *** qwebirc5332 has joined #openttd 19:16:25 *** jottyfan has joined #openttd 19:24:45 <andythenorth> mmmm regional capitals :) 19:29:37 *** Wormnest has joined #openttd 19:30:23 <DorpsGek> [OpenTTD/bananas-api] erenes updated pull request #88: Change: Follow redirect convention for login also for developer flow https://git.io/JOBxj 19:31:02 <peter1138> Hmm, what's the widest cargo abbreviation... 19:31:36 <peter1138> Scaling width by font-height seems a bad idea. 19:31:56 <andythenorth> cargo abbreviations - the 2 char ones? 19:32:00 <peter1138> Scaling it by zoom level doesn't account for variations in font size. 19:32:02 <peter1138> Yes. 19:32:12 <peter1138> WD is quite wide. 19:32:28 <andythenorth> probably MM or WW? 19:32:49 <peter1138> I did max-width * 2. 19:33:22 <Rubidium> maybe WR or SW or DM from the default ones 19:33:42 <peter1138> But it's wider than than standard (not that really matters) but also varies in width depending on the cargos in play, which is a bit odd. 19:35:03 <EER> 2*width(M) to keep it consistent? 19:35:28 <andythenorth> I ran out of sensible abbreviations in some cases :P 19:35:35 <andythenorth> 4 chars anyone? 19:35:49 <peter1138> andythenorth, I doubt there's any hard limit on it. 19:35:59 <andythenorth> frosch said there wasn't 19:36:13 <Artea> IRCO 19:36:36 <Artea> OIRC 19:36:39 <DorpsGek> [OpenTTD/OpenTTD] Berbe opened pull request #9054: Doc: Dedicated server dependencies https://git.io/JOunr 19:36:46 <peter1138> I guess it doesn't matter if it varies. It's not going to vary within a game. 19:38:11 <frosch123> andythenorth: there is this guy who adds text filters to all windows, maybe they find a way to add better cargo filters, which do not need 64 two-letter buttons :p 19:39:18 <frosch123> personally, i only need one hand to count the amount of times i ever filtered the station list 19:41:03 *** WormnestAndroid has quit IRC 19:43:59 <EER> I just learned you can apparently filter the station list, I guess people play in different ways :) 19:45:06 <frosch123> to my knowledge, the only use of the station list is to sort it by amount of cargo waiting, and check the overflowing ones to add more trains 19:45:14 <peter1138> I just learned the station list exists... 19:45:19 <frosch123> the cargo icons can help you to see which cargos are overflowing, but filtering, meh :p 19:45:47 <frosch123> maybe if you had pax stations, you could remove them from the list, to check on the more interesting cargo stations 19:46:14 <peter1138> It guess it's a bit crowded with some of the more complex sets. 19:49:22 <DorpsGek> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #9049: Prepare for 1.11.1 release https://git.io/JO0K7 19:49:25 <DorpsGek> [OpenTTD/OpenTTD] LordAro updated pull request #9049: Prepare for 1.11.1 release https://git.io/JORUM 19:56:48 <DorpsGek> [OpenTTD/bananas-frontend-cli] erenes commented on pull request #20: Support developer authentication flow in bananas-cli https://git.io/JOuCA 19:56:51 <DorpsGek> [OpenTTD/bananas-frontend-cli] erenes closed pull request #20: Support developer authentication flow in bananas-cli https://git.io/JYQTb 19:58:47 <andythenorth> maybe :) 19:58:58 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #9049: Prepare for 1.11.1 release https://git.io/JOuW3 19:59:09 <andythenorth> I never use that station list :) 20:00:35 *** frosch123 has quit IRC 20:01:51 *** EER has quit IRC 20:02:02 <DorpsGek> [OpenTTD/OpenTTD] unbeatable-101 opened issue #9055: Game Crashed https://git.io/JOuW6 20:03:07 <andythenorth> so if there could be regional capitals 20:03:13 <andythenorth> there could be a capital of the map 20:03:30 <andythenorth> which would give newgrf industry a cheap route to global storage 20:07:15 <peter1138> That stacktrace looks odd. 20:07:23 <LordAro> osx stacktraces always do 20:07:45 <peter1138> SaveHeightmapConfirmationCallback? 20:08:52 <peter1138> That straight onto Blitter_32bppOptimized::EncodeInternal... 20:09:02 <glx> yeah osx stacktrace is almost useless 20:09:23 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #9055: Game Crashed https://git.io/JOuW6 20:09:40 <LordAro> JGR, do you have anything useful that fixes osx stacktraces? 20:09:46 <LordAro> i know you're watching :p 20:10:25 <LordAro> or maybe i should just raise an issue... 20:12:32 <DorpsGek> [OpenTTD/OpenTTD] unbeatable-101 commented on issue #9055: Game Crashed https://git.io/JOuW6 20:13:35 <LordAro> crash.sav seems fine 20:16:02 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #9055: Game Crashed https://git.io/JOuW6 20:16:20 <DorpsGek> [OpenTTD/OpenTTD] unbeatable-101 commented on issue #9055: Game Crashed https://git.io/JOuW6 20:16:30 <LordAro> the corruption in the authority window would suggest a video driver issue, i suppose? 20:16:38 <glx> hard to fix without knowing what's wrong 20:17:38 <glx> yeah maybe video driver 20:17:54 <glx> and maybe already fixed 20:22:08 *** Wormnest has quit IRC 20:22:10 *** JGR has joined #openttd 20:23:04 <LordAro> not really anything in the 1.11.1 list that would likely fix any crashes like that, afaict 20:23:52 <peter1138> Possibly the mouse cursor fix. 20:24:12 <LordAro> that should've only had an effect when the setting was changed, i would've thought? 20:24:19 <peter1138> Wild speculation... 20:25:03 <JGR> LordAro, there's this https://github.com/JGRennison/OpenTTD-patches/commit/73c8715eb6229725fe2588198bd5701f2703f68d, but that might be a bit too much for trunk 20:25:23 <glx> haha 20:26:03 <LordAro> mm, maybe... 20:26:55 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on issue #9055: Game Crashed https://git.io/JOuW6 20:27:49 <glx> isn't hardware acceleration a fake setting for OSX ? 20:28:16 <michi_cc> No, it's not. It just not on be default for OSX. 20:28:31 <glx> ok 20:28:36 <LordAro> even so, shouldn't be crashing :p 20:28:54 <michi_cc> OSX specifically defaults to off in contrast to all other platforms. 20:29:20 <LordAro> that distinction isn't clear :p 20:29:23 <peter1138> Apparently you can use backtrace() / backtrace_symbols() since OS X 10.5, which is what crashlog_unix uses, but not crashlog_osx... 20:29:41 <LordAro> people will just see "ooh, hardware acceleration" and click the button 20:30:05 <LordAro> peter1138: sounds like it's worth a try 20:30:15 <LordAro> needs someone with an actual mac to test it with though :p 20:30:22 <LordAro> and probably not going to make 1.11.1 20:30:29 <LordAro> (anyone going to approve the PR?) 20:30:50 <DorpsGek> [OpenTTD/OpenTTD] michicc approved pull request #9049: Prepare for 1.11.1 release https://git.io/JOu4x 20:30:54 <LordAro> :) 20:31:09 <peter1138> /* As backtrace() is only implemented in 10.5 or later, 20:31:10 <peter1138> * we're rolling our own here. Mostly based on 20:31:25 <DorpsGek> [OpenTTD/OpenTTD] LordAro merged pull request #9049: Prepare for 1.11.1 release https://git.io/JORUM 20:31:27 <peter1138> So does OpenTTD build on pre-10.5 these days? 20:31:31 <LordAro> no 20:32:15 <nielsm> 10.9 should theoretically work 20:32:23 <nielsm> as the earliest 20:34:31 <peter1138> I have no idea what the timeline is for OS X :-) 20:35:30 <michi_cc> Practical limit due to C++17 is 10.9, with selfcompiled compilers and stuff you can probably to 10.7. 20:36:24 <peter1138> Right so supporting below 10.5 with the backtrace probably isn't necessary any more :) 20:40:48 <FLHerne> LordAro: I think the 'cursor' fix https://github.com/OpenTTD/OpenTTD/pull/8993 might well fix it 20:41:13 <FLHerne> LordAro: It doesn't always crash immediately, in many cases it corrupts the sprite cache in arbitrary ways 20:41:34 <FLHerne> and then stuff either misrenders or crashes later 20:41:46 <LordAro> true 20:41:55 <glx> could be the "zzz" sprite on autosave 20:42:36 <glx> hmm no it's not the start of a month 20:42:55 <DorpsGek> [OpenTTD/website] LordAro opened pull request #206: Add: 1.11.1 release post https://git.io/JOuRV 20:45:12 *** gelignite has quit IRC 20:47:30 <DorpsGek> [OpenTTD/website] TrueBrain commented on pull request #206: Add: 1.11.1 release post https://git.io/JOu0q 20:47:48 *** erle- has quit IRC 20:50:18 <DorpsGek> [OpenTTD/website] TrueBrain commented on pull request #206: Add: 1.11.1 release post https://git.io/JOu0o 20:52:09 *** andythenorth has quit IRC 20:53:03 *** supermop_Home_ has quit IRC 20:53:32 <DorpsGek> [OpenTTD/OpenTTD] jottyfan opened issue #9056: missing scrollbar on infrastructure window https://git.io/JOu0F 20:55:33 *** Samu has quit IRC 20:55:36 <FLHerne> LordAro: fwiw, when I was trying to reproduce 8977 (caused by cursor problem), it crashes immediately about 1/3rd of the time, produces 'corrupt sprite' warnings about 1/3rd of the time, continues apparently normally 1/3rd 20:55:38 <TrueBrain> "Lifetime free licenses (?) 357,654" 20:55:57 <TrueBrain> "Daily active users 17,128 (average, past 7 days) " 20:56:11 <FLHerne> So 2/3rds of the time, the game is carrying on with a sprite cache that's probably screwed up somehow 20:59:50 <JGR> 8977 is not guaranteed to be localised to the sprite cache, other unrelated things which just happen to be adjacent in memory or in time could end up being clobbered 21:04:03 <DorpsGek> [OpenTTD/website] LordAro commented on pull request #206: Add: 1.11.1 release post https://git.io/JOuEF 21:05:54 *** Wormnest has joined #openttd 21:06:34 <DorpsGek> [OpenTTD/website] TrueBrain approved pull request #206: Add: 1.11.1 release post https://git.io/JOuuC 21:06:47 <LordAro> alright, last call for 1.11.1 21:07:44 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #9055: Game Crashed https://git.io/JOuW6 21:09:04 <glx> crazy list of newgrf for #9056 21:10:49 <DorpsGek> [OpenTTD/OpenTTD] LordAro created new tag: 1.11.1 https://git.io/JOuuH 21:11:08 <LordAro> \o/ 21:12:25 <LordAro> also cross fingers that the bullseye release works 21:12:33 <LordAro> ...which probably needs a website update? 21:12:44 * LordAro fixes 21:12:53 <DorpsGek> [OpenTTD/OpenTTD] unbeatable-101 commented on issue #9055: Game Crashed https://git.io/JOuW6 21:15:39 <DorpsGek> [OpenTTD/website] LordAro dismissed a review for pull request #206: Add: 1.11.1 release post https://git.io/JOuuC 21:15:42 <DorpsGek> [OpenTTD/website] LordAro updated pull request #206: Add: 1.11.1 release post https://git.io/JOuRV 21:16:29 <DorpsGek> [OpenTTD/website] TrueBrain approved pull request #206: Add: 1.11.1 release post https://git.io/JOuz2 21:20:01 <nielsm> wonder how big the reaction on steam will be when players discover they can't connect to servers that haven't updated yet 21:20:31 <glx> it's common for most games 21:23:49 <TrueBrain> https://steamcommunity.com/app/1536610/discussions/0/5350815203290685340/ <- I love the honesty of people :) 21:25:09 <nielsm> I wonder if people know the terms GUI or UI, but don't connect it to the word "Interface" that's used in the game options window 21:25:17 <nielsm> for Interface size 21:25:49 <peter1138> Hurry up MacOS... 21:26:12 <glx> MacOS is 2 full builds 21:26:14 <TrueBrain> yeah, I have some plans for the whole settings/options stuff we have, to make it more intuitive for more players .. 21:26:45 <TrueBrain> we tend to use naming that games haven't used in 10 years 21:26:51 <TrueBrain> so I can understand people not finding everything :) 21:27:16 <TrueBrain> in general it is funny to read how many people are confused by the Game Options vs Settings :D 21:27:45 <glx> hey it used to be Options and Patches IIRC 21:27:51 <TrueBrain> LordAro: you can already merge the website PR btw, to get it to staging 21:27:56 <glx> (not better) 21:28:00 <TrueBrain> saves you a few minnutes when the build is done :) 21:28:11 <DorpsGek> [OpenTTD/website] LordAro merged pull request #206: Add: 1.11.1 release post https://git.io/JOuRV 21:30:32 <LordAro> built \o/ 21:31:28 <TrueBrain> not sure you know, but I might be repeating myself :D But Steam releases are not done automatically :) They are pushed in the "testing" branch. We have to move it to the "default" branch by hand 21:31:33 <TrueBrain> Steam doesn't allow automating that :D 21:31:54 <TrueBrain> so I will do that after the post on our website is up :) 21:31:55 <LordAro> is the release process wiki page updated? :p 21:32:08 <TrueBrain> dunno .. what was the link again? :P 21:32:18 <LordAro> idk :p 21:32:27 <TrueBrain> but you are doing a release!! Omg! 21:32:46 <TrueBrain> it is so outdated, it is laughable 21:32:53 <TrueBrain> 'run "make regression"' 21:32:55 <TrueBrain> is the second bullet 21:32:59 <LordAro> exactly :p 21:33:39 <TrueBrain> I will update what I know at least 21:33:56 <glx> does it says something about AI/GS API generation ? 21:33:56 *** Progman has quit IRC 21:35:52 <peter1138> #9056 21:35:55 <peter1138> Step 1) Load every NewGRF possible 21:35:57 <peter1138> Step 2) Wonder why there's too much stuff 21:35:57 <TrueBrain> LordAro: I updated post-release 21:36:19 <peter1138> Special developer step: Regret. 21:37:24 <TrueBrain> LordAro: https://www.staging.openttd.org/news/2021/04/18/openttd-1-11-1.html <- looks a bit weird, but .. "good enough" :) 21:37:32 <TrueBrain> (visually weird) 21:37:52 <LordAro> mm, bit of a blob 21:37:58 <TrueBrain> yeah .. 21:38:34 <nielsm> more bullet points 21:38:49 <TrueBrain> extra enter before "notable" and before "see the" already helps a lot, it seems 21:40:02 <TrueBrain> we need a preview for news posts :P 21:40:44 <TrueBrain> we could use Cloudflare Pages for that, honestly 21:41:18 <TrueBrain> well, my TODO list for OpenTTD is already longer than my arm, so yeah ... let me put this in the "please ignore this TrueBrain" basket 21:42:32 <DorpsGek> [OpenTTD/website] LordAro opened pull request #207: Change: Improve 1.11.1 formatting https://git.io/JOuaI 21:42:57 <DorpsGek> [OpenTTD/website] TrueBrain approved pull request #207: Change: Improve 1.11.1 formatting https://git.io/JOuat 21:46:47 <DorpsGek> [OpenTTD/website] LordAro merged pull request #207: Change: Improve 1.11.1 formatting https://git.io/JOuaI 21:54:11 <peter1138> 2 servers, one pw protected. 21:54:35 <LordAro> TrueBrain: good to tag the website? 21:54:54 <LordAro> (and for you to do all the steam/socials things) 21:56:05 <glx> @topic set 1 1.11.0 21:56:05 *** DorpsGek changes topic to "1.11.0 | Website: *.openttd.org (source: github, translator: translator, server list: servers, wiki: wiki) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only" 21:56:11 <glx> @topic set 1 1.11.1 21:56:11 *** DorpsGek changes topic to "1.11.1 | Website: *.openttd.org (source: github, translator: translator, server list: servers, wiki: wiki) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only" 21:56:40 <glx> my brain copy pasted the original value 21:58:13 <FLHerne> And get orudge to do the MS store again? 21:58:24 <FLHerne> (did MS even accept 1.11.0 yet?) 21:58:58 *** Wormnest has quit IRC 21:59:06 <LordAro> yes 21:59:10 <TrueBrain> LordAro: ofc 21:59:15 <FLHerne> peter1138: Should have done a "One NewGRF at a time" limitation like for GS 21:59:23 <TrueBrain> LordAro: and if you can do tt-forums, I will take care of the rest 21:59:27 <FLHerne> It would have saved andy so much angst 21:59:36 <LordAro> TrueBrain: i'd have to log in... :p 21:59:38 <TrueBrain> LordAro: sorry, assumed you would tag after merge :D 21:59:41 <peter1138> Should've made rail type IDs fixed. 21:59:47 <TrueBrain> LordAro: you say that like I wouldn't have? 21:59:52 <peter1138> Replacing would mess up the rest... 21:59:53 <LordAro> TrueBrain: i've no idea what all the backend things are doing 22:00:22 <TrueBrain> LordAro: I think I abstracted that away pretty nicely :D The only "rule" is that you cannot have 2 deployments to either staging or production at the same time 22:00:25 <DorpsGek> [OpenTTD/website] LordAro created new tag: 1.4.27 https://git.io/JOuwt 22:00:29 <TrueBrain> you can do both staging and production at the same time 22:00:33 <TrueBrain> but not 2 to staging 22:00:43 <TrueBrain> something I still want to fix, but .. effort :P 22:01:34 <TrueBrain> and I do the socials, but anyone with 1password access can do it btw :) 22:02:03 <peter1138> Hmm, I need less towns / industries, I think. 22:02:12 <LordAro> shall i post it as a comment in the 1.11.0 thread, or make a new one? 22:02:31 <TrueBrain> completely up to you; what ever feels right 22:03:36 <TrueBrain> I sometimes wonder if anyone would notice if we don't post on tt-forums 22:03:49 <LordAro> it's not *that* dead 22:03:59 <TrueBrain> never said it was dead 22:04:07 <TrueBrain> just I wonder if anyone would notice if we wouldn't post it 22:04:11 <TrueBrain> they are more .. occupied with other things 22:04:26 <peter1138> patch packs... 22:04:42 <TrueBrain> blaming andy for various of things :P 22:04:54 *** nielsm has quit IRC 22:05:19 <TrueBrain> ugh, now waiting for the post to appear on the website ... otherwise people will bitch about dead links :D 22:05:28 <TrueBrain> HURRY UP BUILDING 22:05:29 <TrueBrain> :P 22:05:51 <LordAro> ...i posted too soon, didn't i? 22:06:03 <TrueBrain> chances of people on tt-forums bitching about dead links is low 22:06:06 <LordAro> HURRY UP BUILDING 22:06:09 <TrueBrain> but if I do that on twitter of Discord .... 22:06:13 <TrueBrain> of = or 22:06:46 <TrueBrain> https://www.openttd.org/news/2021/04/18/openttd-1-11-1.html 22:06:47 <TrueBrain> its there 22:07:09 <LordAro> :) 22:07:41 <TrueBrain> Pushed live on Steam 22:08:40 <peter1138> It's so small you don't even notice Steam updating it... 22:08:58 <peter1138> 5.3MB... 22:09:08 <TrueBrain> twitter and reddit done 22:09:28 <TrueBrain> Discord done 22:09:37 <TrueBrain> cool, tnx for the text LordAro , I am really good in copy/paste :D 22:09:57 <TrueBrain> seems the time to release is bad, as I haven't gotten any response on the tweet yet :P 22:10:01 <TrueBrain> normally people are a lot quicker 22:10:09 <peter1138> Late on Sunday night isn't the best, no. 22:10:16 <peter1138> Friday at about 5pm seems right :) 22:10:40 <TrueBrain> and crazy how fast Steam is in notifying all clients about the update 22:10:41 <TrueBrain> lol 22:10:46 <TrueBrain> it was near-instantly there 22:11:38 <TrueBrain> even on Discord it attracts almost no attention :P Yeah, Sunday night seems like a bad time to get attention :D 22:11:59 <peter1138> Might be some angst from server owners in the morning... 22:13:00 <TrueBrain> people are happy with the Audio options :) 22:13:22 <TrueBrain> like the first thing they mention on Discord .. seems it was long overdue :D 22:13:47 <glx> and volume sliders now have a "real" effect 22:14:02 <glx> more precise 22:14:43 <LordAro> it really was 22:14:59 <LordAro> gj nielsm 22:15:02 <TrueBrain> funny how happy you can make people with these small things :D 22:15:47 <LordAro> users have all sorts of weird priorities 22:15:52 <LordAro> like "usability" 22:16:07 <TrueBrain> and not being blast by insanely loud music on startup 22:16:08 <TrueBrain> really weird 22:16:23 <glx> loud and unstoppable 22:16:32 <glx> unless you start or load a game 22:16:45 <TrueBrain> I was trolling about the download size .. I love discord .. "the entire game was like 13 mb and now we getting a 6mb update??? the devs really don't know how to optimize smh" :D 22:16:50 <TrueBrain> (meant fully sarcastic, ofc) 22:17:15 <LordAro> lol 22:17:26 <LordAro> actually seems a bit small for the binary? 22:17:32 <TrueBrain> compressed 22:17:45 <LordAro> can't compress a binary that much... 22:18:16 <TrueBrain> how much potatos do you want to bet on that? 22:18:23 <TrueBrain> even zip reaches a ratio of 61% :) 22:18:45 <LordAro> fair enough 22:19:03 <TrueBrain> "like, a screenshot I take is bigger than the game which is incredible" 22:19:04 <TrueBrain> :D 22:24:11 <peter1138> Shame my chat history tweak didn't have a backport tag and I didn't notice :) 22:24:24 <glx> oups 22:24:35 <TrueBrain> 1.11.2 when? 22:24:40 <peter1138> I only noticed it not working haha 22:24:52 <TrueBrain> did you label it now? :D 22:24:57 <LordAro> not really a backportable thing 22:25:02 <LordAro> it's a new thing 22:25:08 <peter1138> ^ 22:25:15 <TrueBrain> pfft, sneaking in features is our thing! 22:26:54 *** Wormnest has joined #openttd 22:30:31 <TrueBrain> wtf, people ask how many tiles a 2kx2k map has 22:30:33 <TrueBrain> like, really? 22:30:34 <TrueBrain> :D 22:30:35 <peter1138> General timeout... hmm.. 22:30:54 <LordAro> TrueBrain: i mean, technically it's not the answer you'd expect 22:31:13 <TrueBrain> LordAro: very true 22:31:23 <TrueBrain> but they seem to fail in even estimating the value :P 22:31:56 <glx> about 4 followed by 6 zeros, basic math 22:32:09 <TrueBrain> exactly 22:33:46 *** sla_ro|master has quit IRC 22:41:47 *** Beerbelott has quit IRC 22:43:19 <TrueBrain> what I miss, is a place to put what we are working on .. I would like to write down what we are doing with STUN etc 22:43:36 <TrueBrain> but .. tt-forums is not really reaching that much people, and not ones that can have constructive conversations 22:43:40 <TrueBrain> the website is a bit too much .. 22:43:47 <TrueBrain> maybe I should start a "personal" blog 22:43:53 <TrueBrain> or revive the "developers blog" 22:44:28 <LordAro> developer blogpost wouldn't be the worst thing 22:51:33 <TrueBrain> "i can imagine someone crying over finally, after 20+ years, getting volume controls. " 22:51:43 <TrueBrain> I love how much people like this one feature :D 22:54:23 <TrueBrain> right, nobody yelled really loud it is all broken and nothing is working 22:54:33 <TrueBrain> so it seems the release is successful :D Well done all :) 23:00:07 *** JGR has quit IRC 23:07:50 *** jottyfan has quit IRC 23:17:55 <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #9057: Codechange: Use std::string in console commands/aliases registration, and std::map instead our sorted linked list https://git.io/JOu1a 23:18:11 <glx> filling PR fields is so hard :) 23:19:22 *** Wormnest has quit IRC 23:22:09 *** Wolf01 has quit IRC 23:24:36 <peter1138> :) 23:24:52 <peter1138> Those vehicle group action buttons look so much better now 23:25:12 <peter1138> Oooh, late. night night. 23:31:35 *** Wuzzy has quit IRC 23:54:28 *** HerzogDeXtEr has quit IRC