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Log for #openttd on 5th October 2022:
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08:20:39  <DorpsGek> [OpenTTD/team] amrosebirani opened issue #350: [hi_IN] Translator access request https://github.com/OpenTTD/team/issues/350
09:21:19  <DorpsGek> [OpenTTD/team] glx22 commented on issue #350: [hi_IN] Translator access request https://github.com/OpenTTD/team/issues/350
10:56:41  <Bouke> glx[d]: TrueBrain Removing that line does indeed yield better crash logs. I got confused initially as I saw no differences, but apparently `cpack` does the stripping, so difference is only visible in the resulting app bundle.
10:56:41  <Bouke> Stack trace of master of https://github.com/OpenTTD/OpenTTD/issues/9876:
10:56:41  <Bouke> Stacktrace:
10:56:41  <Bouke> [00] openttd              0x000000010385fc72 (Pool<Company, Owner, 1ul, 15ul, (PoolType)1, false, true>::CleanPool() + 239458)
10:56:41  <Bouke> [01] openttd              0x000000010371cf43 (Pool<ServerNetworkGameSocketHandler, unsigned char, 8ul, 256ul, (PoolType)2, false, true>::CleanPool() + 68963)
10:56:43  <Bouke> [02] openttd              0x000000010371ce52 (Pool<ServerNetworkGameSocketHandler, unsigned char, 8ul, 256ul, (PoolType)2, false, true>::CleanPool() + 68722)
10:56:43  <Bouke> [03] libsystem_platform.dylib 0x00007ff81f2a6dfd (_sigtramp + 29)
10:56:45  <Bouke> [04] ???                  0x00007ff7bcaf5e60
10:56:45  <Bouke> [05] openttd              0x00000001038b8543 (SaveLoadWindow::SaveHeightmapConfirmationCallback(Window*, bool) + 96067)
10:56:47  <Bouke> [06] openttd              0x00000001038b8023 (SaveLoadWindow::SaveHeightmapConfirmationCallback(Window*, bool) + 94755)
10:56:47  <Bouke> [07] openttd              0x00000001037dd1af (SaveFilter* CreateSaveFilter<LZMASaveFilter>(SaveFilter*, unsigned char) + 273903)
10:56:49  <Bouke> [08] openttd              0x00000001037d932b (SaveFilter* CreateSaveFilter<LZMASaveFilter>(SaveFilter*, unsigned char) + 257899)
10:56:49  <Bouke> After:
10:56:51  <Bouke> [00] openttd              0x0000000106a5cde5 (CrashLog::FillCrashLog(char*, char const*) const + 341)
10:56:51  <Bouke> [01] openttd              0x000000010691b533 (CrashLogOSX::MakeCrashLog() + 67)
10:56:53  <Bouke> [02] openttd              0x000000010691b442 (HandleCrash(int) + 258)
10:56:53  <Bouke> [03] libsystem_platform.dylib 0x00007ff81f2a6dfd (_sigtramp + 29)
10:56:55  <Bouke> [04] ???                  0x00007ff7b98f6a20
10:56:55  <Bouke> [05] openttd              0x0000000106ab53c3 (void GfxBlitter<1, true>(Sprite const*, int, int, BlitterMode, SubSprite const*, unsigned int, ZoomLevel, DrawPixelInfo const*) + 1011)
10:56:57  <Bouke> [06] openttd              0x0000000106ab4ea3 (DrawSpriteToRgbaBuffer(unsigned int, ZoomLevel) + 467)
10:56:57  <Bouke> [07] openttd              0x00000001069dae3f (-[OTTD_CocoaWindow refreshSystemSprites] + 895)
10:56:59  <Bouke> [08] openttd              0x00000001069d6fbb (VideoDriver_Cocoa::PopulateSystemSprites() + 43)
11:07:26  <petern> Is that the same crash?!
11:09:52  <Bouke> Yep.
11:40:01  <glx[d]> That's a lot better
12:54:01  <LordAro> curious that it has any symbols at all for the stripped one then
12:54:15  <LordAro> wonder why those functions are left behind...
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14:28:33  <supermop_toil> yo
14:49:43  <Rubidium> LordAro: maybe it has the symbols for RTTI?
14:59:50  <LordAro> RTTI?
15:09:56  <Rubidium> Run Time Type Information
15:26:09  <petern> Bouke: how much larger is the completed binary?
15:40:25  <Bouke> petern: 24,2 vs 25,8 MB (x64 only)
15:40:45  <petern> Hmm, not a massive difference, weird.
16:16:39  <supermop_toil> modelling two cameras to figure out optimal shape to cut foam for a case insert... model was about 7MB
16:17:13  <supermop_toil> then i decided to model my 50mm/1.4 lens with all the little grip bumps on the barrel
16:17:19  <supermop_toil> not the model is 67
16:17:29  <supermop_toil> *now
16:32:35  <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #10070: Change: Widget layout tweaks https://github.com/OpenTTD/OpenTTD/pull/10070
16:35:26  <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #10070: Change: Widget layout tweaks https://github.com/OpenTTD/OpenTTD/pull/10070#issuecomment-1268669300
16:43:11  <LordAro> took me several looks to see any difference between the save windows
16:45:21  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #10070: Change: Widget layout tweaks https://github.com/OpenTTD/OpenTTD/pull/10070#pullrequestreview-1131743403
16:48:26  <glx[d]> The only diff I see is the "filter" string
16:50:44  <LordAro> slight change in the padding of the left pane
16:50:54  <LordAro> i didn't actually spot the filter string change :p
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17:21:22  <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #10070: Change: Widget layout tweaks https://github.com/OpenTTD/OpenTTD/pull/10070#pullrequestreview-1131786823
17:28:18  <andythenorth> yo
17:28:50  <LordAro> it's andy \o/
17:41:36  <frosch> JGR: does anyone know who calls hasMarkedText() and when?
17:42:00  <frosch> i hope that stuff does not run on different threads
17:42:12  <frosch> so osx tried to copy stuff to clipboard while windows are closed
17:43:18  <JGR> It's here: <https://developer.apple.com/documentation/appkit/nstextinput/1412824-hasmarkedtext/>
17:43:28  <JGR> It's not called on a different thread
17:43:58  <frosch> "deprecated" as usual 🙂
17:44:15  <JGR> It's called via `VideoDriver_Cocoa::PollEvent`
17:44:51  <JGR> I assume deprecated just means that it's objective-c and not swift
17:45:28  <LordAro> replaced with NSTextInputClient which looks like a 1-1 replacement?
17:45:34  <frosch> ok, PollEvent is a safe place
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17:51:48  <andythenorth> so...industries, but players build them 1 tile at a time?
17:52:02  <andythenorth> forum idea, not mine, I don't hate it
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17:53:10  <andythenorth> https://wiki.c2.com/?WouldntStartFromHere might apply
18:00:04  <petern> Bike time eh
18:00:43  <andythenorth> I should do exercise
18:00:44  <andythenorth> oops
18:00:52  <andythenorth> I suppose dead hanging doesn't really count
18:01:06  <frosch> andythenorth: there is some newgrf with invisible industries
18:01:11  <andythenorth> OTIS
18:01:14  <andythenorth> is the one tile
18:01:20  <frosch> yes, that
18:01:51  <andythenorth> this all stems from "andythenorth  has added weird broken industry layouts"
18:02:07  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1027279535143657542/unknown.png
18:02:17  <andythenorth> inevitably that has freaked out some players
18:02:32  <frosch> readd clusters
18:02:44  <frosch> kids need to learn
18:02:53  <andythenorth> readd distributing supply cargos on round-robin to each adjacent industry 😛
18:03:00  <andythenorth> why **is** that so hard? 🙂
18:03:43  <andythenorth> anyway, I forsee a parameter in FIRS 😛
18:03:53  <andythenorth> the layouts were designed to support that
18:04:07  <andythenorth> I'm the only one who will actually use it, as it is quite handy for debugging 🙂
18:09:53  <DorpsGek> [OpenTTD/OpenTTD] Bouke opened pull request #10071: Change: Don't strip symbols from bundles https://github.com/OpenTTD/OpenTTD/pull/10071
18:20:20  <Bouke> frosch: It is bound to the keyDown event handler:
18:20:20  <Bouke> -[OTTD_CocoaView hasMarkedText] cocoa_wnd.mm:1017
18:20:20  <Bouke> -[NSTextInputContext(NSInputContext_WithCompletion) hasMarkedTextWithCompletionHandler:] 0x00007ff821f9d8eb
18:20:20  <Bouke> (...)
18:20:20  <Bouke> -[NSView interpretKeyEvents:] 0x00007ff821f9a3f6
18:20:21  <Bouke> -[OTTD_CocoaView keyDown:] cocoa_wnd.mm:871
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19:06:21  <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/633b903f16e53f337a0556cf02c655467d38c3bf
19:06:22  <DorpsGek>   - Update: Translations from eints (by translators)
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19:59:53  <andythenorth> newgrf docks eh? 🙂 https://www.flickr.com/photos/12a_kingmoor_klickr/18852118152/in/photolist-uHU2VS-GFwMic-GMrtHa-FS8m4V-2jFsmrU-2jCe7Ga-uFRKzf-b51qe8-b51qDD-b51pVB-bAffzU-bAffHA-2jFsPma-2jFhCCg-2jDYFao-2jE1f4H-2jhTFDb-asYYuG
20:08:17  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1027311284678578226/unknown.png
20:08:17  <andythenorth> hmm steel rolling mills often have long buildings where the roof steps up and down
20:08:24  <andythenorth> unclear why / what the internal structure is that needs that 😛
20:08:28  <andythenorth> kind of curious
20:09:21  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1027311553940295801/ESF-Luftbild-Cut-676.jpeg
20:09:21  <andythenorth> similar but different
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20:14:32  <frosch> http://www.stahlseite.de/schwerte4441g.jpg this one has alternating windows, most have a moveable crane under the roof
20:24:07  <frosch> i think every "sub-building" is one production unit
20:24:23  <frosch> they all work in parallel, but can be separated for heat isolation and maintenance
20:24:48  <frosch> along the long side there is a crane which serves all units
20:25:58  <andythenorth> would make sense
20:26:06  <andythenorth> I assumed they were one long rolling mill
20:27:27  <andythenorth> maybe the roof steps are like northlight windows, but east and west
20:27:38  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1027316157184745582/unknown.png
20:30:04  <frosch> possibly every subunit has a slightly different product
20:30:10  <frosch> wrt. thickness/diameter
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20:30:49  <andythenorth> oh that would make sense
20:31:16  <frosch> https://www.jennifer-wolf.de/minimax_portfolio/walzwerk/ <- the pictures look "nice" but i cannot make out any details
20:31:49  <andythenorth> must be interesting to visit
20:33:26  <frosch> https://img.freepik.com/fotos-premium/metallurgieindustrie-walzwerk-das-ventil-wird-nach-dem-walzen-abgekuehlt_109285-8255.jpg?w=900
20:33:38  <andythenorth> rod mill
20:34:02  <andythenorth> looks like the sawtooth profiles are a walking floor
20:34:33  <frosch> on the left there is a wall, but there is stuff beyond it
20:35:01  <frosch> on the right there is also some kind of separation and then more stuff
20:37:02  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1027318521425834035/unknown.png
20:37:02  <andythenorth> animate everything? 😛
20:37:38  <frosch> transparency opens roof to show internal animation :p
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20:43:33  <andythenorth> detailed interior for every industry 😛
20:43:37  <andythenorth> not in my lifetime though
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20:44:27  <frosch> hah, better idea: 1x sprites have roof, zooming in to 4x sprites removes roof and animated internals
20:44:51  <frosch> did you consider to switch liveries by changing zoom levels?
20:46:05  <frosch> some sets show extra information on the ground sprite when setting the building to invisible. noone used the zoom level yet to show more information
20:47:42  <andythenorth> frosch: this is a nice idea
20:48:01  <andythenorth> can I have a byte which increments each time the user zooms in and out?
20:48:20  <andythenorth> there are so many ways liveries could be changed 😛
20:48:29  <andythenorth> very few of them worse than the current method 😛
20:49:00  <JGR> A lot of those sort of UI state variables got removed because they cause problems in multiplayer
20:49:08  <andythenorth> oh dear 🙂
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20:59:44  <petern> That's easy, just make everyone have the same zoom kevel
21:04:49  <andythenorth> how about we add chunky bevels though?
21:04:58  <andythenorth> zoomable bevels? 🙂
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21:38:54  <petern> Working on it 😄
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