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00:03:24 <LordAro> huh, do we do a lot of declaring functions in blocks? 00:05:04 <DorpsGek> [OpenTTD/website] glx22 commented on issue #245: Many (or all) redirects not working https://github.com/OpenTTD/website/issues/245 00:07:57 <glx[d]> we use some extern to not include whole headers 00:08:31 <LordAro> yeah, but for the most part not in the function scope, surely? 00:08:36 <LordAro> and those that do can be fixed? 00:09:57 <DorpsGek> [OpenTTD/website] LordAro commented on issue #245: Many (or all) redirects not working https://github.com/OpenTTD/website/issues/245 00:10:40 <glx[d]> not sure if <https://github.com/OpenTTD/OpenTTD/blob/master/src/fontcache.cpp#L136-L145> is easy to prevent 00:11:15 <LordAro> well, just a duplicate block just outside the function ought to do :p 00:11:57 <DorpsGek> [OpenTTD/website] glx22 commented on issue #245: Many (or all) redirects not working https://github.com/OpenTTD/website/issues/245 00:11:58 <LordAro> could even avoid the duplicate with something like #define FONT_LOAD_FUNC LoadFreeTypeFont 00:15:50 <DorpsGek> [OpenTTD/website] LordAro commented on issue #245: Many (or all) redirects not working https://github.com/OpenTTD/website/issues/245 00:20:50 <DorpsGek> [OpenTTD/website] NyanGoat commented on issue #245: Many (or all) redirects not working https://github.com/OpenTTD/website/issues/245 00:21:27 *** arikover has quit IRC 00:23:24 <petern> Hmm, got bunged up again... 00:24:24 *** sla_ro|master has quit IRC 00:24:46 *** borishiro has quit IRC 00:36:56 *** _aD has quit IRC 00:45:03 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #10315: Fix: Don't assume engclass 2 should be elrail. https://github.com/OpenTTD/OpenTTD/pull/10315 00:48:24 <kamnet> TallTyler: YADL ๐ 00:57:42 *** HerzogDeXtEr1 has quit IRC 01:06:39 *** Tirili has quit IRC 01:09:47 <petern> NoDL (pronounced noddle) 01:21:23 <TallTyler> NoDL is good 02:43:32 *** Wormnest has quit IRC 03:22:44 <reldred> I pronounce SQL as squeal 03:22:52 <reldred> Just to annoy people 03:25:13 <supermop_Home> ugh trying to get midjourney to make some where's waldos 03:25:55 <supermop_Home> such a hassel 03:26:51 *** D-HUND has joined #openttd 03:30:11 *** debdog has quit IRC 03:39:13 <Pruple> so 03:39:14 *** D-HUND is now known as debdog 03:40:17 <Pruple> is there a technical reason airports are not the related object of airport tiles? 03:44:40 <Pruple> airports have access to all the base station info about cargos, date built, etc, but you can't actually do anything with it because you can't get to it from the tiles. 04:00:45 <DorpsGek> [OpenTTD/OpenTTD] PikkaBird opened issue #10324: [Bug]: Airports are not the related object / parent of Airport Tiles https://github.com/OpenTTD/OpenTTD/issues/10324 04:00:49 <Pruple> there ๐ 04:00:50 *** Flygon has joined #openttd 04:18:09 *** TROILUS has quit IRC 04:18:21 *** TROILUS has joined #openttd 04:23:03 *** TROILUS has quit IRC 04:23:03 *** TROILUS1 has joined #openttd 04:23:08 *** TROILUS1 is now known as TROILUS 04:30:57 *** keikoz has joined #openttd 06:30:17 <andythenorth> reldred: it's skwul 06:30:39 <andythenorth> not sequel 06:30:41 <andythenorth> or S Q L 06:31:11 <andythenorth> emphasis on the non-existent W 06:45:34 <reldred> Squeal 06:45:53 <reldred> Skwul does have a nice ring to it though 06:47:39 <dwfreed> sequel 06:47:47 <dwfreed> I will die on this hill 06:48:02 <dwfreed> also gif, not jif 06:48:08 <andythenorth> obvs 06:48:18 <andythenorth> and PNG not ping, despite whatever the inventor says 06:48:26 <dwfreed> (S-Q-L is also acceptable) 06:48:43 <dwfreed> yeah, PNG is one I'll always spell out 06:48:54 <andythenorth> nobody says puduf 06:49:03 <dwfreed> P-D-F 06:49:24 <andythenorth> I always say D-O-C-X 06:49:25 <andythenorth> not 06:49:51 <dwfreed> nah, doc-X 06:56:10 <Pruple> dwfreed: dee-ocks? 06:56:35 <andythenorth> yes 06:58:20 <dwfreed> Pruple: yeahno 07:19:07 <Gwyd> I always say jaypeg not J P E G but I'll say J P G not jaypg 07:21:45 <reldred> We have some software called PRTG, I call it purtuhguh 07:22:49 <reldred> Or purrtidge, like porridge 07:22:57 <andythenorth> I always say L O L zee 07:23:15 <reldred> I also hate it. API sucks, uses proprietary database ๐ 07:23:34 <reldred> I need something better for the NOC 07:24:44 <reldred> Something better that I can get live data into Grafana with 07:28:36 <dwfreed> reldred: opennms? cacti? 07:35:24 *** sla_ro|master has joined #openttd 07:53:48 <reldred> dwfreed: yeah not fussed what I use as long as it uses a DB I can poll straight from Grafana 07:54:17 <reldred> Played with NetXMS quite a bit, I did enjoy it quite a bit but it's a very very complex tool 07:54:35 <petern> Postgresql is not postgresequel 07:54:50 <reldred> post gres Q L 07:54:55 <reldred> or just postgres 07:56:38 <reldred> Hmm, cacti uses mysql/mariadb by the looks of it 07:57:42 <petern> Cacti is a pain once you move away from plain network stats 07:57:49 <reldred> we're only really doing ping and snmp currently 07:58:10 <petern> OpenNMS is also a pain. It's all pain. 07:58:19 <reldred> and to be honest I don't want to actually use cacti, I just want something that populates a DB so I can unify stats and alerts etc. in Grafana 07:58:30 <petern> But I have OpenNMS set up. 07:58:44 <reldred> PRTG shits me, it's expensive, it's API sucks, and it uses a proprietary database 07:59:05 <Rubidium> LordAro: those function in blocks are happening 41 times, although it felt a lot worse when going through the 100+ pages of messages: https://github.com/OpenTTD/OpenTTD/security/code-scanning?query=pr%3A10299+tool%3ACodeQL+rule%3Acpp%2Ffunction-in-block Feel free to solve those though ;) 07:59:13 <petern> Is it related to MRTG ? 07:59:15 *** Wolf01 has joined #openttd 07:59:27 <reldred> I'll do all my graphing, wallboarding, etc. in Grafana once I have Cacti's DB setup as an SQL datasource. 08:02:13 <Rubidium> LordAro: it might also be because those function in block used to be much more comming in header files, if I remember correctly. But then what to filter out and keep in is still up for debate 08:16:41 <Rubidium> though a more interesting question would also be, should we check the Windows and Mac specific code? That would mean two more platforms to run it on, which might not be really wanted in the normal case, so then it would be relagated to someone basically doing it once in a blue moon with a custom branch 08:32:46 *** WormnestAndroid has quit IRC 08:33:11 <Wolf01> https://9gag.com/gag/aGEdYVZ Lol, yes 08:35:20 <pickpacket> I play with only the original trains and while Iโd love to use some NewGRF with more trains I donโt really see what niche they would fill 08:37:56 <Wolf01> I usually buy the best loco for a generation and stick with that :P 08:45:00 <petern> > This extension is recommended because you have Kubernetes installed. 08:45:00 <petern> Huh, I do? 08:46:54 <petern> > PS C:\Users\peter> kubectl 08:46:54 <petern> > kubectl controls the Kubernetes cluster manager. 08:46:55 <petern> Oh 08:46:58 <petern> Weird. 08:48:52 <petern> Ah, part of Docker Desktop for Windows. Hmm. 09:52:32 <reldred> is supermop on? Nice work on your sneaky train station addition if you are ๐ 09:53:02 <reldred> https://cdn.discordapp.com/attachments/1008473233844097104/1060858525481439232/image.png 09:53:02 <reldred> this is quite pleasing to look at ๐ 09:53:18 <LordAro> that does look nice 10:03:01 *** jinks has quit IRC 10:03:19 *** jinks has joined #openttd 10:17:40 <andythenorth> yeah time stuff 10:17:53 <andythenorth> right now I want to run FFWD a year to see if I have enough trucks / ships on my route 10:18:28 <andythenorth> but that moves the tech tree forward 10:18:54 <petern> That's an interesting idea. 10:18:57 <andythenorth> tech tree is supposed to be managed via GS though? 10:20:12 <petern> Freeze calendar time but let economy time continue. 10:20:46 <andythenorth> yes 10:20:58 <andythenorth> no progression, or slower progression, but gameplay continues 10:21:32 <petern> I guess that 100% value can be set to 0 ๐ 10:22:37 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1060865971407032380/image.png 10:22:37 <petern> Handled 10:23:01 <petern> Seems to be quite slow to change that value though, maybe it does some recalculation 10:23:36 <petern> "Ctrl-click pause to freeze calendar time" 10:23:43 <petern> Hidden clicks eh 10:24:11 <andythenorth> ๐ 10:24:18 <andythenorth> MMB 10:24:36 <petern> So yeah, the graphs are in economy time, but show calendar time. 10:25:41 <andythenorth> perfection wasn't achieved yet? ๐ฎ 10:26:06 <petern> Not yet. 10:26:27 <petern> But I can see that some people will want calendar time graphs 10:26:48 <dP> https://cdn.discordapp.com/attachments/1008473233844097104/1060867021228748840/Screenshot_from_2023-01-06_14-26-28.png 10:26:48 <dP> petern: hm xD 10:26:48 <petern> As long as calendar speed isn't changed mid-game that can work. 10:41:22 <TallTyler> Recalculation should be instant, and check the to-do list in the PR description for unfinished things ๐ 10:41:34 <TallTyler> Graphs will be economy time 10:45:52 <Gwyd> andythenorth: This is a use case I hadn't thought of but yeah it would be great for testing and tuning timetables/route capacity 10:46:36 <dP> andythenorth: save, ffwd, load ;) 11:02:33 <andythenorth> yair 11:03:28 <petern> TallTyler: I think it's "near instance" but when you spam-click the button to change instead of entering a value, it takes a while. 11:04:08 <petern> 7400% is basically 1 tick per day, nice ๐ 11:05:05 <petern> I assume there's a lot of values that actually end up being the same though. 11:11:09 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #10322: Feature: Change speed of calendar progress https://github.com/OpenTTD/OpenTTD/pull/10322#issuecomment-1373481816 11:14:30 <TallTyler> Hmm, thereโs some onclick code to avoid spamming the button but it shouldnโt be noticeably long I think. How long is โa while?โ 11:15:13 <TallTyler> Yes, town growth is economic and already done โ Iโll add it to the list. ๐ Same goes for industry production changes, closure, and spawning 11:15:37 <TallTyler> 7400% is exactly one day per tick ๐ 11:15:55 <TallTyler> If your computer can go that fast, I guess 11:16:06 <TallTyler> Had to choose some maximum value 11:16:39 <petern> Might just be that, but it felt like the palette animation froze for a tiny bit. 11:18:30 <TallTyler> Palette animation definitely isnโt controlled by day-anything 11:18:38 <TallTyler> That sounds like lag 11:18:39 <petern> As 3700% is one day per 2 ticks, there's a lot of values in between that are duplications. 11:19:14 <petern> Of course not, it's more that the game "lags" when changing the setting. 11:19:25 <petern> Hmm, maybe it's just marking the full screen dirty or something ๐ 11:19:26 <LordAro> possible bikeshedding - should display it as "one day per N ticks", rather than XX00% 11:19:37 <LordAro> or possibly both 11:20:02 <LordAro> (with a warning for 200%+ that it might not actually achieve such speeds) 11:20:09 <petern> %age makes sense when you don't know what a tick is. 11:20:29 <petern> With Wentbourne I can't manage 100% ๐ 11:20:35 <LordAro> but equally, 7400% is meaningless to everyone 11:20:42 <LordAro> that doesn't know how many ticks in a day 11:20:48 <petern> It means 74 times faster than normal. 11:21:11 <TallTyler> Yeah, 100% is default speed (actually default TTD speed, OpenTTD is slightly slower) 11:21:16 <TallTyler> 0% is stopped 11:21:29 <TallTyler> I don't want to expose ticks to players 11:22:05 <petern> 7400% isn't particularly important, it's just the upper limit, and nobody will be running at the speed. 11:22:27 <LordAro> how about "one day per N real-life seconds" ? 11:22:32 <petern> % makes sense, ticks per day does not really. 11:22:59 <LordAro> "one in-game day per N seconds" (the bikeshed should be red) 11:23:10 <TallTyler> My previous implementation didnโt go any faster than 100% but dP wanted faster speeds for goal games so I figured ๐คท 11:23:13 <petern> Is the bikeshed long enough for my XL bikes? 11:23:35 <petern> (I can't use my Thule roof bars because the they're not long enough...) 11:24:36 <LordAro> have you considered being shorter? 11:25:21 <TallTyler> One day per N seconds requires players to know how long default time is, or theyโll be confused when opening the Generate World gui and seeing that setting right there. Way too technical - 100% is less scary ๐ 11:25:50 <TallTyler> (Genworld doesnโt have helptext or tooltips to explain settings, unlike Settings GUI) 11:30:26 <petern> ^ Sounds like a PR ๐ 11:34:00 <TallTyler> I will await it eagerly ๐ 11:37:44 <TallTyler> Even with tooltips, I think a percentage is easier to understand 11:39:01 <andythenorth> petern: challenge accepted? ๐ 11:51:11 *** murr4y has quit IRC 12:00:17 <JGR> 7400% is likely to be unplayable, even if the code technically works at that value it may be worth limiting the setting range to less than that 12:00:32 <TallTyler> Yeah, probably 12:01:08 <TallTyler> Any thoughts on a reasonable limit? I can't see anyone needing higher than 100% so my opinion isn't that helpful ๐ 12:01:46 <petern> Faster is useful for testing introduction dates and the like. 12:02:05 <TallTyler> Is it that different from fast-forward though? 12:02:15 <TallTyler> Well, I guess it is 12:02:22 <TallTyler> Because the game itself doesn't run faster 12:02:34 <TallTyler> 1000%? 12:03:35 <petern> Well, probably not ๐ 12:04:01 <petern> Oh yes, it is, because it doesn't require so many ticks to get there. 12:05:56 <petern> Hmm, Even limiting to 1000% means lots of values are actually the same. 12:06:20 <TallTyler> I did fractions last time and people didn't like that either ๐ 12:06:47 <TallTyler> I'm not worried about "percentage is too precise to make a real difference" 12:07:03 <petern> Zorg ๐ 12:07:19 <TallTyler> Zorg doesn't have merge rights 12:07:25 <dP> TallTyler: It's not that I particularly wanted that but vanilla tech progression is relatively slow for short games so I can see some use speeding it up. To something like one engine every year being the reasonable limit. 12:07:43 <TallTyler> His suggestions are non-binding 12:08:00 <dP> But my main request with all these time changes is to keep the ability to run game at exact same speeds as it is now 12:08:08 <petern> That's 100% 12:08:08 <TallTyler> dP: Suggestions on a max speed that would work for your needs? 12:08:39 <TallTyler> Would it be 100% or 90%, since moving tick speed from 30ms to 27ms is 10% faster? 12:09:09 <dP> well, if you change tick speed it would be neither :p 12:09:54 <petern> TallTyler: Also here ๐ 12:10:02 <dP> I guess it would work if I change tick speed on server but it would be nice to have that option offitially 12:11:43 <TallTyler> I really don't want to add a "legacy tick speed" setting, because that would mean all the real-time strings are wrong 12:12:14 <TallTyler> Having duplicate strings, graph code, etc., is not really a desirable option either 12:12:16 <dP> they'll be wrong either way :P 12:12:23 <dP> imaging someone pausing the game :p 12:12:24 *** murr4y has joined #openttd 12:12:37 <TallTyler> Well, real-time if you don't pause or fast-forward ๐ 12:12:47 <TallTyler> But I think that's understandable to most people 12:12:49 <dP> and don't lag 12:12:53 <JGR> Duplicate strings is not that big a problem, just make the unit name a parameter 12:13:34 <TallTyler> True, but the units are only identical for months - days are two seconds and years are twelve minutes, so the numbers need converting as well 12:13:43 <TallTyler> Guess I could do a function for that which checks the setting 12:14:36 <dP> JGR: just call it "period", would also look way better than real-time values 12:14:45 <dP> who the heck measures industry production in minutes :p 12:15:31 <TallTyler> You can answer the endless "how long is a period" comments in Discord channel #openttd-help, Reddit, and everywhere else ๐ 12:15:46 <dP> better than answering how long is minute :p 12:15:56 <TallTyler> Satisfactory measures production in real-time 12:16:06 <TallTyler> Not sure about Factorio but it wouldn't surprise me 12:16:52 <petern> How long is a piece of string? 12:17:01 <Pruple> petern: 27ms 12:17:07 <petern> Can I have a long weight please? 12:17:18 <TallTyler> Everyone knows how long a minute is, it's the only way to avoid having to deal with two player-facing calendar systems 12:17:54 <dP> why not just count production in months? 12:18:53 <TallTyler> Because that makes no sense if calendar progression is frozen entirely 12:19:11 <dP> hm... 12:20:05 <dP> make an option xD 12:21:17 <dP> I suspect many "realism" players would be unhappy to find their production in minutes just because someone wanted to freeze time :P 12:21:43 <JGR> It's more that a lot of players can't cope if things don't match what they see in the tutorial videos 12:22:02 <TallTyler> `spacebar_heating.png` ? 12:22:39 <JGR> I'd be inclined to have a time setting with something like "traditional" and "modern" options 12:23:09 <JGR> In traditional mode, time scaling isn't supported at all, to avoid all the problems with UI strings and such 12:23:38 <TallTyler> I'll see if I can work out a clean, maintainable way to support both 12:23:50 <JGR> When users complain, you can just say "use traditional mode" which resolves the problem quickly 12:24:01 <TallTyler> That's smart 12:25:04 <dP> TallTyler: ```The main goals of the official branch are: 12:25:04 <dP> Stay faithful to the original gameplay from Transport Tycoon Deluxe``` ๐ 12:25:22 <TallTyler> 27ms per tick is truly faithful to TTD ๐ 12:25:45 <dP> yeah, in that part I disagree with official goals xD 12:26:10 <dP> mainly because I have like a 10 years of scores to maintain 12:26:34 <TallTyler> I don't know if you can pick and choose when to hold others to the official goals 12:27:08 <TallTyler> Traditional mode might have to be 27ms, because I'm not sure if it's smart to have something so low-level be a setting 12:28:08 <JGR> I think the UI changes are likely to be much more important than 27ms vs 30ms, which users likely won't notice 12:32:11 *** WormnestAndroid has joined #openttd 12:33:58 <andythenorth> Pruple: โplease cut off a nanosecond and send it over to meโ 12:34:21 <andythenorth> the goals are adjustable ๐ 12:34:25 <andythenorth> but not trivially 12:36:26 <TallTyler> If I can support both systems, I'll probably have it automatic where 100% uses months and anything else uses minutes 12:36:38 <TallTyler> Saves adding another setting for people to find 12:40:12 <dP> JGR: yeah, after all I can change tick speed on server and I guess game will have to support that either way. but at least would be nice to have sane ui if I do that 12:40:39 *** gnu_jj has joined #openttd 12:41:29 <TallTyler> The only problem with compatibility mode is that months don't line up - economy months are always 30 days, so there are only 360 days in a year 12:42:27 <TallTyler> So "production last month" updates at a different time than when the actual calendar rolls over to a new month 12:42:33 <TallTyler> I don't see an easy way to fix this 12:43:20 <TallTyler> One could argue that UI is not gameplay, so this still meets the goal ๐ 12:43:32 <dP> TallTyler: Imo it's more reasonable to keep months for everything that is not that close to frozen 12:43:38 <dP> like over 50% or smth 12:44:06 <dP> but as long as game keeps enough values it can chose either way for visual representation 12:44:36 <dP> well, for frozen "enough" is infinity, but that can be ignored) 12:46:00 <Eddi|zuHause> TallTyler: might be confusing that months go in and out of phase 12:46:43 <dP> why does economy time even have months?xD 12:46:51 <dP> if it's in ticks and minutes 12:48:00 <TallTyler> Internally, you mean? 12:48:36 <Eddi|zuHause> the current "production last month" has the weird quirk that it doesn't line up with the 256-tick production periods, so you randomly have 8 or 9 production cycles in a month, showing fluctuating production that doesn't actually fluctuate 12:49:44 <JGR> Months are not all the same length in real life either, that is something that most players can be expected to unconsciously understand 12:50:50 <TallTyler> Yeah I've never been bothered by monthly production fluctuating somewhat. But if the "last month" UI doesn't update when the calendar does, I expect all sorts of bug reports 12:52:30 <dP> I already talked about it in #7575, game can keep production history in some tick-besed period and recalculate to months whenever it needs that for gui 12:53:18 <petern> "economy month" is measured in ticks 12:53:18 <Eddi|zuHause> there isn't really a reason that it has to be "month" in the gui 12:53:18 <dP> it won't be 100% accurate but it's better than production per minute imo ;p 12:53:52 <petern> (or probably days per tick, which is still ticks) 12:55:01 <petern> If you made 1 economy month be ~2252 ticks it would roughly line up with calendar months, when on 100%. 12:55:14 <petern> 30.4375 days. 12:55:54 <TallTyler> Or we could change industry production speed to match months, to really spice things up ๐ 12:57:05 <TallTyler> In any case, I think changing the accuracy of how production is tracked is a separate PR 12:57:27 <TallTyler> Maybe one for dP ๐ 13:00:58 <dP> it related to how you show it in the ui though 13:01:24 <dP> merging #10322 with minutes and switching back to months in separate pr is doable but awkward 13:02:18 <TallTyler> It won't be ready to merge for quite some time 13:03:48 <Eddi|zuHause> TallTyler: if you change industry production cycles you'll get a grf author revolt 13:04:06 <Eddi|zuHause> (meaning around 2 people) 13:04:19 <TallTyler> It wasn't a serious suggestion ๐ 13:05:13 <DorpsGek> [OpenTTD/OpenTTD] LordAro merged pull request #10290: Change: Big UFO disaster targets current location of a random train https://github.com/OpenTTD/OpenTTD/pull/10290 13:05:16 <DorpsGek> [OpenTTD/OpenTTD] LordAro closed pull request #10076: Feature: Make large UFO destination a bit more random https://github.com/OpenTTD/OpenTTD/pull/10076 13:07:53 <petern> Nice 13:08:37 <TallTyler> Okay, can someone remind me how to rebuild regression results? I'm running the `regression (utility target)` and getting 13:08:37 <TallTyler> CMake Error at C:/Users/tyler/Documents/GitHub/OpenTTD/cmake/scripts/Regression.cmake:49 (message): 13:08:37 <TallTyler> Regression did not output anything; did the compilation fail? 13:15:26 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on pull request #10322: Feature: Change speed of calendar progress https://github.com/OpenTTD/OpenTTD/pull/10322#pullrequestreview-1238816550 13:40:29 <Eddi|zuHause> interesting solution to the ufo problem 13:53:16 <petern> Cheating AIs though 13:54:09 <glx[d]> TallTyler: I just run ctest from visual studio 13:54:55 <glx[d]> If regression fails, the output is stored in build dir 13:57:12 <TallTyler> `Errors while running CTest` is different than regression failure, right? 13:57:26 <TallTyler> Was I supposed to delete regression test results before running the test? 13:57:52 <TallTyler> The output is only stored as .log files, not as the usual regression output 14:04:49 <glx[d]> Regression result is written to regression_xxx_output.txt, but in your case it errors before this step because output is empty 14:05:12 <glx[d]> Possible cause is edit in step 14:06:07 <glx[d]> As openttd.exe if not modified by editbin won't output anything 14:06:57 <TallTyler> How would I fix it? 14:07:44 <TallTyler> I haven't run regression since I upgraded from VS2019 to VS2022 14:08:00 <TallTyler> And a few other things broke when I did that 14:08:13 <glx[d]> Cmake should tell if it found editbin 14:09:12 <glx[d]> Could also be a crash during regression before the AI start 14:09:26 *** nielsm has joined #openttd 14:09:33 <glx[d]> Though assert should output 14:10:24 <TallTyler> CMake Settings shows a path for `EDITBIN_EXECUTABLE`, if that's what you mean 14:11:32 <glx[d]> If there's a path it should be fine then 14:12:11 <TallTyler> https://cdn.discordapp.com/attachments/1008473233844097104/1060923740797542571/LastTest.log 14:12:11 <TallTyler> Does this help? 14:14:47 <glx[d]> Both test failed the same way, maybe openttd crashed 14:16:27 <glx[d]> But as they run in CI it's improbable 14:18:05 <glx[d]> First step would be to try with master 14:18:58 <TallTyler> I'll try it ๐ 14:19:19 *** Samu has joined #openttd 14:20:54 <andythenorth> FML left my game running while I did work ๐ฆ 14:21:02 <andythenorth> lost 10 years of roleplay 14:21:21 <TallTyler> Hmm, I could fix that ๐ค 14:21:22 <andythenorth> I guess I reload last save 14:21:28 <andythenorth> you could fix it? ๐ฎ 14:21:30 <andythenorth> wow 14:21:38 <TallTyler> Not retroactively ๐ 14:21:56 <andythenorth> I can retroactively fix it by reloading most recent save, which I fortunately have ๐ 14:24:09 <TallTyler> glx[d]: Tried with master and got this -- different results than with my branch, somehow https://pastebin.com/cARCsSJ0 14:30:42 <glx[d]> Weird 14:31:29 <petern> `Test not available without configuration. (Missing "-C <config>"?)` 14:31:34 <petern> Hmm 14:32:59 <petern> Ah, -C RelWithDebInfo 14:33:49 <petern> ```CMake Error at I:/src/OpenTTD/cmake/scripts/Regression.cmake:15 (message): 14:33:49 <petern> Regression test stationlist does not exist (tip: check regression folder 14:33:49 <petern> for the correct spelling)``` 14:33:51 <petern> I... dunno 14:34:13 *** nielsm has quit IRC 14:34:49 <TallTyler> Are you having the same problem on your machine? 14:35:05 <petern> I don't know if it's the same problem. I never bother with tests :p 14:35:23 <petern> Ok, Regression.cmake is looking for ai/{test}/test.sav 14:35:26 <TallTyler> I only found it because my PR is failing CI for regression 14:36:21 <glx[d]> Cmake copies regression files into build 14:36:33 <petern> My cmake begs to differ. 14:38:43 <glx[d]> https://github.com/OpenTTD/OpenTTD/blob/master/cmake/CreateRegression.cmake 14:39:29 <petern> Okay, in my normal cmake building it just builds the openttd part. 14:40:48 <glx[d]> It's done at the end of root CMakeLists.txt 14:41:34 <petern> No idea, I just have a button in VS Code that starts debugging OpenTTD, and it doesn't do anything with regression. 14:42:19 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1060931326880006264/image.png 14:42:19 <petern> Found this, it works from here. 14:42:26 <petern> Although regression fails obviously. 14:43:11 <glx[d]> Looks like .sln version 14:43:13 <petern> Those regression tests are not very useful tbh. 14:43:21 <petern> VS Code doesn't do .sln 14:44:18 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1060931823745650738/image.png 14:44:18 <petern> Built in unit-test stuff works too, lol 14:44:40 <petern> 3: 1: + ERROR: Registering two scripts with the same name and version' 14:44:59 <petern> Hmm 14:46:17 <glx[d]> Yeah local files may be an issue 14:46:49 <petern> Apparently I had unpacked renewed village growth at some point. 14:46:55 <TallTyler> So if I have two gamescripts with the same name and version, it'll break it? 14:46:58 <TallTyler> I may have that 14:47:05 <petern> 1/1 Test #3: regression_stationlist ........... Passed 2.09 sec 14:47:20 <petern> The other one fails though. 14:47:36 <glx[d]> But it will output in this cas TallTyler 14:47:48 <petern> Yes, it will output if that's the cause. 14:47:55 <glx[d]> Your fail was no output at all 14:48:00 <TallTyler> Darn 14:53:21 <glx[d]> Maybe we need an option to only scan scripts next to cfg 14:54:31 <glx[d]> Doesn't matter for CI, but for local testing it's different, like the newgrf scan skip 14:55:29 <petern> Anyway, in reality the regression failed only because the game is now different. 14:55:42 <TallTyler> Right, but I do want to fix it ๐ 15:53:40 <supermop_toil> yo 16:02:03 <Samu> version 13 is a disgrace :( 16:03:01 <LordAro> you're funny 16:03:05 <Samu> AI settings don't get fixed and they're yet pushed as release candidate 16:06:33 <LordAro> sorry Samu, everyone except you doesn't view it as a priority 16:06:48 <LordAro> also, "release candidate" just means "feature freeze" 16:06:55 <LordAro> it doesn't mean that there will be no further changes 16:08:29 <michi_cc[d]> TallTyler: If you are still stuck on the regression, an VS update sometimes has editbin in a different path and then at least I always have to delete the cached path in cmake and re-run cmake config. 16:14:13 *** TROILUS3 has joined #openttd 16:14:14 *** TROILUS has quit IRC 16:14:20 *** TROILUS3 is now known as TROILUS 16:18:22 <supermop_toil> andythenorth: what do you think the elevation angle of the sun is? 16:26:20 <Samu> wow someone posted a crash report for my AI 16:26:52 <Samu> I can replicate the crash, but I wonder why it happens 16:27:51 *** TROILUS has quit IRC 16:28:03 *** TROILUS has joined #openttd 16:28:12 <Samu> some vehicle capacity from eGRVTS v2.0 NRT - r207 returns 0 when it wasn't expected to be 0 16:29:58 <andythenorth> supermop, varies according to the mood of SF 16:31:24 <supermop_toil> SF is all over the place 16:31:34 <supermop_toil> whats the mood of andy? 16:53:26 *** Wormnest has joined #openttd 17:01:12 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #10299: Enable CodeQL code scanning https://github.com/OpenTTD/OpenTTD/pull/10299 17:04:43 <petern> Division by zero? 17:18:41 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #10322: Feature: Change speed of calendar progress https://github.com/OpenTTD/OpenTTD/pull/10322 17:18:43 <TallTyler> michi_cc[d]: That fixed it, thanks 17:21:21 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #10322: Feature: Change speed of calendar progress https://github.com/OpenTTD/OpenTTD/pull/10322 17:32:59 *** HerzogDeXtEr has joined #openttd 17:35:46 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #10317: CodeQL triggered clean ups https://github.com/OpenTTD/OpenTTD/pull/10317 17:58:39 <Samu> holy crap, the issue is bigger than i expected 17:59:04 <Samu> GetBuildWithRefitCapacity again giving wrong capacity values 18:07:32 <petern> Even the normal player build window does that. I blame callbacks. 18:10:34 <andythenorth> supermop angle is quite high 18:11:09 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1060983879227412613/image.png 18:11:09 <andythenorth> there are no shadows cast on the roof by the low front wall on that building 18:11:10 <JGR> I could upstream my fix for that issue when I get some time 18:11:20 <Samu> well, seems to be a bug in openttd :( 18:11:44 <andythenorth> I don't know about sun angle measurements, but I'd guess about 70 degrees or something 18:12:00 <andythenorth> I'd say it's between 11am and 2pm in June in the UK 18:12:36 <Samu> the command detects that no refitting is needed, so refitting_capacity is filed with the wrong cargo type 18:13:09 <Samu> it's a road vehicle that I am trying to get the capacity, refitted to passengers 18:13:45 <Samu> no refit is required as it's the default cargo, but refitting_capacity gets the capacity of mail which is 0 :( 18:16:02 <Samu> this is so confusing to follow 18:17:19 <Samu> this->u.road.capacity 18:17:35 <Samu> equals 0, meaning it doesn't have capacity of anything? 18:17:39 <Samu> how?! 18:18:37 <TallTyler> I think this is the downstream fix JGR mentioned: https://github.com/JGRennison/OpenTTD-patches/commit/c7e4dbf2f66df2a578fb90ceb2fd50f72ed77c97 18:20:09 <JGR> Yes, that and a fix for that commit: <https://github.com/JGRennison/OpenTTD-patches/commit/fdf2d3dfe169aa1cade4acca90cf176a113ae8c9> 18:20:27 <petern> Removing that function makes sense, because the function itself doesn't.... 18:20:52 <TallTyler> An upstream would be nice ๐ 18:20:54 <Samu> https://github.com/OpenTTD/OpenTTD/blob/master/src/engine.cpp#L177 18:21:13 *** Flygon has quit IRC 18:21:33 <Samu> it's a horse and a carriage 18:21:47 <Samu> it's articulated vehicle, the horse carries 0 passengers 18:21:58 <Samu> carriage carries 7 18:22:21 <Samu> 0 is wrong :( 18:23:05 <petern> The write-only medium of IRC. 18:23:16 <TallTyler> Instead of getting all worked up, you could just cherry-pick those commits to fix the problem ๐ 18:24:06 <JGR> They will conflict, some more work is needed for that 18:24:19 <TallTyler> Is it time to start a NoDL game to find all the things that need to be fixed? I think maybe yes. 18:27:35 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #10317: CodeQL triggered clean ups https://github.com/OpenTTD/OpenTTD/pull/10317#pullrequestreview-1239219420 18:28:02 <petern> TallTyler: MP? 18:30:16 <TrueBrain> Today in "hunt all the bugs", Tyler is looking for problems with code he wrote .. excited .. what will he notice today! 18:30:24 <TrueBrain> (read this in a creepy voice please) 18:31:50 <andythenorth> can you do one for all of us? 18:32:47 <TrueBrain> ran out of funds for that 18:34:30 <Eddi|zuHause> TallTyler: you think that is ever possible to "fix all things" with daylength? 18:34:39 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #10317: CodeQL triggered clean ups https://github.com/OpenTTD/OpenTTD/pull/10317 18:35:17 <JGR> Eddi|zuHause: You can asymptotically approach the absence of bugs with time 18:35:50 <Eddi|zuHause> JGR: yes, but the track record with that concerning daylength is not very good 18:36:30 <JGR> It works fine for me 18:36:50 <Rubidium> Eddi|zuHause: sure, document it in the NewGRF specs and it's essentially fixed :D 18:36:53 <JGR> Policy disagreements are but the sane as bugs 18:46:25 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/29af0f8c7b91fa714644b2cb8d48cdea52c6de96 18:46:26 <DorpsGek> - Update: Translations from eints (by translators) 18:47:49 <TallTyler> andythenorth: petern and anyone else who wants to join, there's a NoDL server online if you want to join in 18:47:56 <andythenorth> a what now? ๐ 18:47:59 <andythenorth> do I need the client? 18:48:05 <TallTyler> Yes, from the PR 18:48:06 <petern> What branch name do I need? ๐ 18:48:09 <andythenorth> Nodal? 18:48:19 <TallTyler> NoDayLength ๐ 18:48:38 <TallTyler> Time is frozen to see what breaks 18:49:27 <petern> Ah "tyler_ruins" 18:50:19 <petern> Also it's not the same revision as the PR. 18:50:23 <petern> Hmm 18:50:40 <TallTyler> Hm, not sure how to sync those 18:51:07 <andythenorth> thanks Apple, you updated Xcode 18:51:18 <petern> If you've made changes, push them, if not then, er, it should be same revision. 18:52:13 <TallTyler> OH 18:53:46 <andythenorth> hmm I'm still dragging around a local patch to format.h 18:53:56 <andythenorth> should I be filing a bug or something? ๐ 18:54:47 <Samu> i don't think i need to fix anything in the AI 18:55:03 <Samu> once the bug is fixed in openttd, it should go away 18:57:32 <andythenorth> what am I fetching? 10322? 18:57:41 <TallTyler> Not yet, let me fix it 18:57:48 <TallTyler> Rebase it, specifically 18:57:53 <andythenorth> ๐ 18:58:49 <TallTyler> wtf did I do 18:58:57 <petern> Oh no... 19:02:03 <andythenorth> git things 19:02:17 <TallTyler> detached my head, stand by 19:03:01 <glx[d]> detached usually during rebase 19:03:52 <TallTyler> Yes, I made the fatal mistake of accepting GitHub suggestions in the browser and then trying to pull them to my local copy 19:04:29 <TallTyler> Trying to rebase them into the right commits triggered merge conflicts on everything so I tried to pull a previous commit to abort, and now I don't know where I am ๐ 19:04:50 <glx[d]> pulling should be fine, unless local and pushed were different 19:05:44 <glx[d]> first thing to do is `git rebase --abort` 19:06:06 <TallTyler> What I already accepted merges? 19:06:34 <TallTyler> There was a whole string of merge conflicts and I did `git rebase --continue` on several of them 19:07:03 <TallTyler> I barely understand gitk but it looks wrong 19:16:00 <TallTyler> Okay, I did a hard reset to the PR, now it just has to build all over again 19:20:14 <TallTyler> Okay, server round 2 is up, andythenorth petern 19:24:51 <andythenorth> ok I try 19:28:39 <petern> Hehe 19:28:46 <petern> ITL Houses 2.2 is not on bananas 19:29:03 <TallTyler> Typical lazy NewGRF devs 19:30:15 <TallTyler> Try now 19:30:24 <TallTyler> (different NewGRF) 19:31:44 <petern> And finally... server password 19:32:10 <TallTyler> `cheese` 19:32:20 <TallTyler> Although I thought I didn't set one...user errorr 19:32:35 <andythenorth> hmm version mismatch 19:32:43 <andythenorth> I built 10322 19:32:53 <andythenorth> I build a branch instead? 19:32:56 <petern> Needs to be clean build 19:33:08 <petern> Should be g1e44c71241 19:33:33 <andythenorth> ok let's try again ๐ 19:33:48 <petern> It's not `cheese` 19:34:13 <andythenorth> do you have any brie? 19:34:23 <petern> I've got kinda-brie. 19:34:27 <TallTyler> If I leave the passworld field blank maybe there's no password? 19:34:29 <andythenorth> what about stilton? 19:34:30 <TallTyler> Try again 19:34:45 <petern> There is no password now ๐ 19:35:43 <andythenorth> 1e44c71241b91152c6c6061ffafb2def2e8d2975 ? 19:35:48 <andythenorth> version mismatch 19:36:02 <TallTyler> Do you have your own fixes you mentioned above? 19:36:02 <petern> If it's m1e44 then it's wrong 19:36:18 <andythenorth> yeah it is 19:36:25 <andythenorth> is this because I have local patches? 19:37:10 <andythenorth> guess so 19:37:36 <petern> Yes, if you have changes it's not the same version. 19:38:24 <andythenorth> yup 19:38:32 <andythenorth> ok I have some admin to do 19:41:32 *** HerzogDeXtEr has quit IRC 19:43:00 <DorpsGek> [OpenTTD/OpenTTD] andythenorth opened issue #10325: [Bug]: macOS build fails due to [problems I don't understand] format.h https://github.com/OpenTTD/OpenTTD/issues/10325 19:43:38 <andythenorth> meh github diff formatting is crap, I'll attach it as a file 19:44:26 <andythenorth> and I can't 19:44:30 <andythenorth> no diffs allowed 19:44:51 <andythenorth> github is amazing, until it's lol 19:45:52 <andythenorth> ok attached a diff 19:46:45 <glx[d]> It's something on your system, you're the only one affected it seems 19:50:01 <andythenorth> hard to know where to start 19:50:08 <andythenorth> the only SDK is the Apple provided one afaict 19:50:19 <andythenorth> there's no weird path stuff to libs or headers or anything 19:51:35 <andythenorth> reldred: or EmperorJake or orudge can any of you build on macOS 12.6.2 with XCode 14.2? 19:52:30 <andythenorth> (build openttd) 19:56:57 <TrueBrain> there is one constant in OpenTTD, that andythenorth fails to build it on his machine ๐ (sorry :P) 19:57:23 <andythenorth> this is a constant in all software I build 19:57:36 <TrueBrain> at what point do we conclude it is you, not me? ๐ 19:57:43 <andythenorth> _sometimes_ it's because somebody put weird fixes in for one project 19:57:55 <andythenorth> but I no longer allow people to type random shit in my conf 19:59:42 <andythenorth> dunno I could delete my drive and reinstall windows? 19:59:50 <andythenorth> isn't that how most problems get fixed? 20:03:44 <TrueBrain> it is the reinstalling part that worries me ๐ 20:04:36 <andythenorth> ok what is format.h? 20:05:02 <andythenorth> and why does it appear to be validating Apple's SDK? 20:05:38 <andythenorth> maybe that's just coincidental 20:06:26 <andythenorth> this is irrelevant to the error, yes? 20:06:26 <andythenorth> `/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/usr/include/math.h:155:5: note: expanded from macro 'isfinite' 20:06:26 <andythenorth> ( sizeof(x) == sizeof(float) ? __inline_isfinitef((float)(x)) \ 20:06:26 <andythenorth> ^` 20:06:40 <andythenorth> it's just a coincidence that similar lines follow all the errors? 20:13:56 <andythenorth> maybe I fixed it? ๐ง 20:14:46 <andythenorth> nope 20:46:50 <petern> Does anyone use the NewGRF rail station filter? 20:47:21 <petern> I think it's useless as it only searches the station classes, not the stations. 20:47:40 <TallTyler> I do 20:48:06 <TallTyler> It would be nice if it searched the station names though 20:48:24 <andythenorth> I do not 20:56:47 <TallTyler> Interesting the graphs work without me fixing them 20:56:59 <petern> Kinda 20:57:16 <TallTyler> Must be based on ticks or they already got moved to `OnNewEconomyMonth()` or the like 20:57:24 <TallTyler> Obviously labels are totally wrong 20:58:09 <TallTyler> Dates especially since economy years have 5 fewer days...that adds up pretty quick from year 0 20:58:20 <TallTyler> That's why the graph is several years in the past 20:58:27 <petern> If I was to change the station UI, would it fall under the "you mustn't ever change the ui" rule? 20:58:34 <petern> ... fall foul of 20:58:42 <TallTyler> I missed that rule somewhere ๐ 20:59:00 *** TROILUS has quit IRC 20:59:26 <petern> It's several "years" in the past because it's not calendar time ๐ 21:00:21 *** TROILUS has joined #openttd 21:01:25 <Pruple> petern: while you're there, want to get rid of the airport categories? ๐ 21:02:24 <Pruple> it's so tedious having to select small, large, etc from the dropdown when there's only a couple of airports in each category anyway, why not just list them all to begin with? 21:03:47 <andythenorth> BECAUSE CATEGORIES 21:03:50 <TallTyler> NewGRFs can add them though, as long as they use one of the predefined state machines. OpenGRF+ Airports has five small airports, and five helicopter airports 21:03:53 <andythenorth> WE NEED CATEGORY VARIANTS 21:04:50 <petern> Airports are a bit big to show a small preview of each :/ 21:05:00 <Pruple> TallTyler: opengrf+ airports wouldn't have to have so many airports if https://github.com/OpenTTD/OpenTTD/issues/10324, justsaying ๐ 21:05:09 <petern> I wonder if it's "allowed" to draw a zoomed out version. 21:05:40 <Pruple> petern: or even cropped / representative ๐ 21:05:57 <TallTyler> I don't quite understand how that's related 21:06:06 <TallTyler> It just has dirt varients, basically 21:06:25 <TallTyler> And a seaplane port 21:06:48 <Pruple> it has "old" and "modern" variants, wouldn't need to do that if you could change the appearance based on year built ๐คท 21:07:03 <Pruple> but even the way it is, I think it's still a small enough number that people could handle them all being in the same list 21:07:20 <petern> I can fiddle with 10324 21:07:26 <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened pull request #10326: Fix #10032: Capacities of articulated vehicles in build window https://github.com/OpenTTD/OpenTTD/pull/10326 21:08:20 <JGR> The template error messages that the new command system generates if things aren't just so are almost comically unhelpful 21:08:55 <JGR> It should all be working though 21:09:15 <TallTyler> Does it also fix the script API for #9954 21:09:22 <petern> Hmm 21:09:30 <JGR> I presume so, I'm not going to write an AI to check it 21:09:31 <petern> Okay, so station tiles are directly the station 21:09:42 <petern> But airport tiles are not? 21:09:59 <TallTyler> JGR: I imagine we can ask Samu to check, since they seem particularly concerned about it 21:10:11 <Pruple> because stations are old and weird 21:10:38 <petern> With stations the parent is the nearby town. 21:10:42 <petern> Is that ever useful? 21:10:56 <Pruple> and airports have a fixed layout, like industries 21:11:06 <TallTyler> You could do something different with the station based on if the town is a city, I guess 21:11:37 <Pruple> with industries, the town is the parent of the industry, and the industry is the parent of the tiles 21:12:30 <petern> Yes, you can't access the parent of the parent can you? 21:12:51 <Pruple> not directly, although industries have permanent storage that could be used to pass info to the tiles 21:12:53 <TallTyler> I think you can indirectly via procedures 21:13:35 <TallTyler> I haven't done NewGRF stuff in a while but I think may have done that with industries when doing...something 21:14:21 <Pruple> the nml spec suggests airports also have permanent storage, but I don't know if that's true ๐ 21:14:27 <petern> Just wonder if accessing the town of a station of an airport tile is useful 21:14:39 <JGR> I doubt that that would work, the self/parent type is relative to the resolver executing the callback 21:15:06 <JGR> Which is tied to the feature type 21:15:14 <petern> Pretty sure it's possible to added a grandparent type 21:15:32 <petern> But no point if it's not useful 21:15:35 <TallTyler> Oh, I think I had to mix SELF and PARENT and used procedures for that -- not grandparent 21:15:51 <TallTyler> That does work though ๐ 21:16:01 <petern> "possible to add", as in change openttd, not in newgrf 21:16:45 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #10299: Enable CodeQL code scanning https://github.com/OpenTTD/OpenTTD/pull/10299 21:17:16 <andythenorth> hmm shall I rebuild my OS then? 21:17:20 <glx[d]> andythenorth: maybe attach the full message in the report 21:17:23 <JGR> Adding grandparents might be a GRFv9 thing as the action2 bit format would need to be changed/extended 21:17:49 <petern> Would it? 21:18:45 <petern> There's no real defined format, it's just if it's those special values then it uses the type instead of the standard "real" group 21:19:59 <petern> I wonder if any newgrf uses anywhere near that many numloaded/numloading slots 21:20:22 <petern> (Don't make one just to make sure there is a conflict :D) 21:20:54 <Samu> gonna test #10326 21:21:03 <petern> Hmm, "self scope, parent scope, relative scope" 21:21:15 <petern> Only for randomization 21:26:05 <andythenorth> ok if I used make with -j flag some of the errors are mangled due to processes interleaving their output to stdout 21:26:20 <andythenorth> and if I don't use -j, the build stops after the first set of errors 21:26:41 <JGR> Try `make -k` ? 21:26:49 <andythenorth> thanks 21:26:59 <andythenorth> I should have googled ๐ 21:27:13 <andythenorth> but doing the right thing has been the meta all week, and I've run out 21:30:00 <petern> andythenorth: why would you want it to continue? 21:30:12 <andythenorth> so I can paste the full output 21:30:43 <petern> It's better to only paste the full output of one error. 21:31:53 <glx[d]> yeah it's in the header, next errors will be the same 21:31:59 <andythenorth> they do vary 21:32:12 <andythenorth> but the same pattern repeats 21:32:32 <glx[d]> could be related to include paths (not the first time with macos 21:33:15 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on issue #10325: [Bug]: macOS build fails due to [problems I don't understand] format.h https://github.com/OpenTTD/OpenTTD/issues/10325 21:33:52 <andythenorth> it's quite plausibly my OS is fucked 21:34:15 <glx[d]> I guess it's not including the right math.h 21:34:45 <petern> `xcrun --show-sdk-path` 21:35:17 <glx[d]> and try verbose build, so the full command is printed 21:35:39 <petern> https://stackoverflow.com/questions/58628377/catalina-c-using-cmath-headers-yield-error-no-member-named-signbit-in-th 21:35:58 <petern> (Not an AI) 21:37:47 <Samu> works! 21:37:53 <Samu> thx for the fix 21:38:01 *** keikoz has quit IRC 21:38:20 <TallTyler> FYI - NoDL server is off because dinnertime, not because crash ๐ 21:38:24 <andythenorth> `OpenTTD.andythenorth/build (masterโ13|โฆ) % xcrun --show-sdk-path 21:38:24 <andythenorth> /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk` 21:38:30 <glx[d]> comment in the PR Samu 21:39:21 <andythenorth> oh is it time to guess CMAKE flags to the SDK again? 21:39:58 <petern> Dunno, I don't have a working mac. 21:40:05 <Rubidium> andythenorth: is there a cmath.h or so in /usr/local/include? 21:40:25 <petern> locate cmath ๐ 21:40:59 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1061036687830032465/image.png 21:42:58 <andythenorth> hmm I was about to start trying random stackoverflow suggestions 21:43:07 <andythenorth> but that's the problem, not the solution 21:43:28 <Rubidium> andythenorth: it sounds a bit like https://github.com/nlohmann/json/issues/2087 21:43:55 <Samu> didn't test triggering CmdRefitVehicle, let me build some MAIL aircraft 21:44:36 <petern> Heh, that links to the one I linked to ๐ 21:50:16 <andythenorth> this looks pretty close also https://github.com/facebookincubator/velox/issues/2825 21:52:46 <andythenorth> hmm seems I need to delete and reinstall XCode 21:53:00 <andythenorth> google search for how to do that suggest I need to buy MacCleaner or something 21:53:18 <andythenorth> apparently it's created junk files that slow down my Mac and needs an urgent fix 21:54:20 <michi_cc[d]> I think airports are wanting some of frosch's GRF utopia: https://wiki.openttd.org/en/Development/Design%20Drafts/NewGRF/Secondary%20Related%20Objects 21:57:56 <andythenorth> ok so now I have nothign 21:58:05 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #10322: Feature: Change speed of calendar progress https://github.com/OpenTTD/OpenTTD/pull/10322 21:58:06 <andythenorth> no clang, no git, no toolchains ๐ 21:59:23 <andythenorth> 80 hours to install 21:59:29 <andythenorth> writing progress bars is lol 22:03:55 <Samu> found some issues 22:06:34 <petern> michi_cc[d]: As airport tiles can't even access airport information... Hmm. 22:07:07 <petern> But I don't know if that should be included with airport tiles (like for stations) or done as airport tile parent. 22:09:29 <andythenorth> fucking SO overflow random advice ๐ 22:09:35 <andythenorth> I now have no dev environment at all ๐ 22:12:14 <Pruple> petern: I think ultimately the answer to "is town information useful to station tiles" is "not really". Can we have airport tiles parented to airports without getting bogged down in a grand scheme for reworking all of newgrf? ๐ 22:12:41 <petern> There's no spec for what an "airport" is. 22:13:13 <petern> There is a spec for stations, but that's the railstation spec. 22:13:49 <glx[d]> and airport and station share some variables 22:13:58 <petern> They are the same 22:14:26 <petern> But the code the rail part and the base part is all mingled together. 22:14:35 <Pruple> so-called https://newgrf-specs.tt-wiki.net/wiki/VariationalAction2/BaseStation ? 22:15:01 <petern> Not exactlky 22:15:14 <glx[d]> funny clicking on airport tile doc points to industry tile 22:15:16 <Pruple> but there's also https://newgrf-specs.tt-wiki.net/wiki/VariationalAction2/Airports with one var, which I assume is only used for drawing the preview image, since you can't access it from the tiles ๐ 22:15:37 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #10326: Fix #10032: Capacities of articulated vehicles in build window https://github.com/OpenTTD/OpenTTD/pull/10326#issuecomment-1374197283 22:16:13 <petern> Hmm 22:17:28 <petern> No, it's the same as airport tiles 22:18:43 <petern> Not sure where that 0x40 is handled though ๐ฎ 22:19:11 <andythenorth> ok after rebuilding xcode same error 22:19:17 <petern> Oh 22:19:22 <andythenorth> so either I have broken headers / paths 22:19:23 <petern> No, there is an airportresolver already 22:19:26 <andythenorth> or Apple broke the build 22:19:54 <petern> I missed it becuase it's not in a header. 22:20:35 <glx[d]> andythenorth: try verbose build 22:21:07 <petern> The airport resolver has hardly anything in it though, nothing like the (rail)station resolver. 22:21:13 <petern> But it is there I guess. 22:21:31 <glx[d]> to compare with <https://github.com/glx22/OpenTTD/actions/runs/3858773062/jobs/6577661707#step:8:1162> 22:26:28 <Samu> is it just me or are weights being miscalculated also? 22:28:41 <Samu> 1 tonne = 256 tonnes in the "fixed" gui 22:28:49 <Samu> 255 22:30:37 <petern> It's you 22:32:22 *** esselfe has quit IRC 22:32:25 <andythenorth> is verbose build a cmake flag now? 22:32:46 <glx[d]> just set VERBOSE env var 22:33:36 <glx[d]> or `cmake --build . -j $(sysctl -n hw.logicalcpu) --verbose` like in the CI run I did ๐ 22:36:10 <andythenorth> thanks 22:42:10 <andythenorth> https://gist.githubusercontent.com/andythenorth/7f36406213779e8a26554806fc531f39/raw/2725df11dae96a92da014d61aab4ed6c118917dd/gistfile1.txt 22:42:47 <andythenorth> oof my eyes ๐ 23:00:42 <glx[d]> `clang: warning: argument unused during compilation: '-mno-sse4' [-Wunused-command-line-argument]` funny, it should only be there for non arm64 23:02:22 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1061057165210689617/image.png 23:02:22 <andythenorth> oh a reproducible crash ๐ 23:02:52 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1061057291366957118/image.png 23:05:55 <andythenorth> ok I will file that tomorrow ๐ 23:06:06 <andythenorth> brain checked out for the day 23:06:13 <andythenorth> clean repro 3 times though 23:07:06 *** Samu has quit IRC 23:08:02 <andythenorth> replace vehicles in nested groups 23:08:13 <andythenorth> multiple ways to trigger it 23:08:18 <glx[d]> the only obvious diff I can spot is ``` 23:08:18 <glx[d]> -isystem /opt/homebrew/include 23:08:18 <glx[d]> -isystem /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX13.1.sdk/usr/include 23:08:18 <glx[d]> ``` while CI has `-isystem /usr/local/share/vcpkg/installed/x64-osx/include` 23:08:38 <andythenorth> ^ ok that's quite a plausible cause though? 23:08:50 <andythenorth> I can patch cmake to a different local path? 23:09:03 <glx[d]> I guess one of the homebrew lib does the blah/usr/include thing 23:09:19 <andythenorth> plausible 23:09:47 <glx[d]> CI doesn't use homebrew for libs 23:09:53 <andythenorth> yup 23:09:57 <andythenorth> makes sense 23:11:00 <andythenorth> decimal.hh looks suspicious 23:11:05 <andythenorth> I have no idea what any of this does but 23:11:14 <andythenorth> `#undef iscanonical /* math.h */ 23:11:14 <andythenorth> #undef isfinite /* math.h */ 23:11:14 <andythenorth> #undef isinf /* math.h */ 23:11:14 <andythenorth> #undef isnan /* math.h */ 23:11:14 <andythenorth> #undef isnormal /* math.h */ 23:11:16 <andythenorth> #undef issubnormal /* math.h */ 23:11:16 <andythenorth> #undef iszero /* math.h */ 23:11:18 <andythenorth> #undef isspecial /* ctype.h */` 23:11:52 <andythenorth> maybe unrelated, I'm just searching for things at this point 23:12:44 <glx[d]> check cmake output in <https://github.com/glx22/OpenTTD/actions/runs/3858773062/jobs/6577661707#step:8:66> area 23:13:51 <glx[d]> one or more lib probably add /opt/homebrew/include, and the sdk/usr/include 23:15:39 <andythenorth> ok I need to sleep ๐ 23:15:47 <andythenorth> thanks for the help so far 23:16:10 *** esselfe has joined #openttd 23:17:16 <glx[d]> anyway I'd blame a lib for doing what it's not supposed to do 23:18:03 <glx[d]> or homebrew, as it is fine with vcpkg 23:24:24 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #10325: [Bug]: macOS build fails due to [problems I don't understand] format.h https://github.com/OpenTTD/OpenTTD/issues/10325 23:26:10 *** Wolf01 has quit IRC 23:36:32 *** sla_ro|master has quit IRC