Log for #openttd on 10th January 2019:
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00:02:44  *** chomwitt has quit IRC
00:07:23  <Samu> i reached this point so far, at least i can see what's conflicting, but i don't know how to proceed
00:09:33  <Samu> do i edit the one to the left or the one to the right?
00:10:10  <LordAro> something involving this, probably
00:10:15  <Samu> the one on the left is my edits, the other on the right is the upstream/master
00:15:28  <Samu> You may want to keep the changes in the master branch, the bugfix branch, or some combination of the two
00:15:43  <Samu> my case is "some combination of the two"
00:27:45  <Samu> ah i didn't have visual studio as the diff / merge editor
00:28:45  <Samu> i see a 3 way merge in front of me
00:28:47  <Samu> :(
01:03:15  <Samu> I think I did it. thx LordAro
01:04:30  <Samu> juanjo implemented the same 2 parameters as me, but in different order, then it conflicted
01:07:28  <Samu> wow, the end result became much much cleaner
01:07:51  <Samu> i have a feeling juanjo had the same ideas as I
01:07:59  <Samu> keks
01:08:36  <Samu> with the exception of those bug fixes to road depot stuff
01:08:40  <Samu> i didn't touch that
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01:15:22  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6928: Fix #5713: Use pathfinder to find closest ship depot
01:17:44  <Samu> J0anJosep is juanjo, right?
01:19:02  <Samu> much cleaner npf.cpp after all conflicts were resolved
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01:38:20  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #6928: Fix #5713: Use pathfinder to find closest ship depot
01:48:35  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6928: Fix #5713: Use pathfinder to find closest ship depot
01:49:54  <Samu> it's not building, I don't get it
01:49:55  <Samu>
01:50:03  <Samu> what am I doing wrong
01:52:51  <Samu>
01:52:55  <Samu> funny
01:52:56  <DorpsGek_II> [OpenTTD/OpenTTD] Epicus7 opened issue #7032: Ugly regular font after FreeType update
01:56:23  <Samu> it's not queued either
01:56:34  <glx> happens
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02:01:51  <Samu> well, cyas goodnight
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02:25:30  <Eddi|zuHause> didn't see a "my font looks ugly now" screenshot a few days ago?
02:25:47  <Eddi|zuHause> *didn't i already*
02:25:50  <glx> it was here only
02:26:19  <Eddi|zuHause> did we get to a conclusion what happened?
02:26:21  <glx> but the report is nice because he researched for the cause
02:26:43  <Eddi|zuHause> haven't read it
02:27:13  <glx> basically the updated version of freetype is the problem
02:27:41  <Eddi|zuHause> never update anything, but also keep everything up to date...
02:28:14  <glx> we updated "by accident" when switching to vcpkg
02:28:40  <glx> openttd-useful package was quite old anyway
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07:00:22  <DorpsGek_II> [OpenTTD/OpenTTD] Nik-mmzd commented on issue #7006: Hardware mouse cursor
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07:43:57  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7006: Hardware mouse cursor
07:45:40  <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #6998: Feature #4115: default company colour setting
07:50:07  <DorpsGek_II> [OpenTTD/OpenTTD] Hezkore commented on issue #7006: Hardware mouse cursor
07:53:57  <DorpsGek_II> [OpenTTD/OpenTTD] Nik-mmzd commented on issue #7006: Hardware mouse cursor
07:55:25  <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #6998: Feature #4115: default company colour setting
07:58:11  <DorpsGek_II> [OpenTTD/OpenTTD] Hezkore commented on issue #7006: Hardware mouse cursor
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08:40:02  <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #6931: Change: Prevent town growth from blocking ships
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09:10:45  <peter1138> Hmm, I need some larger cycling shoes for winter :/
09:11:18  <peter1138> Extra sock layers == foot compressed == less circulation == colder feet o_O
09:25:11  <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker commented on pull request #6998: Feature #4115: default company colour setting
09:45:41  <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker merged pull request #6998: Feature #4115: default company colour setting
09:46:10  <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker commented on pull request #6998: Feature #4115: default company colour setting
09:46:32  * peter1138 mumbles something about 2CC.
09:46:48  <planetmaker> 32bppcc...
09:46:58  <peter1138> Hell yeah! I do have that patch still!
09:46:59  <planetmaker> *mumble* :P
09:47:19  <planetmaker> I'd still love that :)
09:47:30  <peter1138> What disc pads do I need? I'm thinking J04C.
09:48:12  <planetmaker> I don't use such.... never had the need for it :)
09:48:27  <planetmaker> even when I probably cycle more than I drive car
09:48:31  <peter1138> Just stick your feet on the tyres!
09:49:00  <peter1138> Mine have worn out after about 10 months, which is not bad.
09:49:05  <planetmaker> is that the thing you put your feet onto or the thing you 'click' your shoes into?
09:49:22  <planetmaker> how do paddles wear out? Tires... sure
09:49:43  <peter1138> Hmm? Pads, not paddles.
09:50:01  <peter1138> The brake pads are the bits that are pushed against the brake disc... to, er, slow you down.
09:50:17  <planetmaker> ah oh. Sorry, not my strong section of vocuabulary there :)
09:50:37  <planetmaker> "things to slow-down" :P
09:50:47  <peter1138> Hmm, 10 months and 2,600km
09:51:23  <planetmaker> good milage :)
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10:36:38  <LordAro> peter1138: nice
10:36:53  <LordAro> i was about ~70 miles off 4k miles for the last year
10:39:01  <peter1138> That's just on that bike ;)
10:39:39  <peter1138> Ah, ~ 7,340 miles last year. 461 rides.
10:40:24  <LordAro> damn :p
10:40:35  <LordAro> i've set myself a goal of 8k miles this year
10:40:43  <peter1138> Only 7 KOMs!
10:40:49  <peter1138> 8k is my target.
10:40:54  <peter1138> So I didn't hit that :/
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11:53:09  <andythenorth> moin
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13:06:47  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7006: Hardware mouse cursor
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14:08:32  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #4115: Default company color setting
14:08:33  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #4115: Default company color setting
14:09:43  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6220: Dedicated server crash when set to very small resolution
14:09:44  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6220: Dedicated server crash when set to very small resolution
14:10:17  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6226: Crash when no baseset en invalid font in configuration
14:12:20  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6269: Crash when creating company in MP from Spectator
14:12:21  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6269: Crash when creating company in MP from Spectator
14:14:10  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6292: Crash while loading savegame from 1.4 in 1.5
14:14:11  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6292: Crash while loading savegame from 1.4 in 1.5
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14:54:42  * andythenorth needs a train nerd
15:02:19  <Samu> so i noticed the CI didn't build my stuf
15:02:50  <Samu> it's been 12 hours, wasn't that enough time for it to start building?
15:03:08  <LordAro> ...yes
15:03:17  <LordAro> i'd expect something within a few minutes
15:05:25  <Samu> the rebase trick is failing
15:05:34  <Samu> git fetch upstream
15:05:45  <Samu> git rebase -i upstream/master
15:05:48  <Samu> fixup
15:05:53  <Samu> git push --force
15:05:58  <Samu> this is what I did
15:06:02  <Samu> it didn't build
15:15:30  <LordAro> hmm, might be an azure thing
15:15:37  <LordAro> which PR?
15:15:50  <Samu> 3 atm
15:15:58  <Samu> let me get links
15:16:25  <Samu>
15:16:35  <Samu>
15:16:54  <Samu>
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15:18:15  <LordAro> well, it's not the same issue as previously anyway - azure-pipelines-ci.yml is in the repo
15:18:26  <LordAro> probably needs a TrueBrain to look into
15:19:20  <Samu> azure-pipelines-ci.yml what is this?
15:20:36  <LordAro> the thing that tells the ci whst to do
15:20:41  <LordAro> what*
15:21:06  <LordAro> if your branch was too old (as it was), it didn't have that file, so the ci didn't do anything
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15:28:35  <Samu> could it be the fixup causing problems?
15:28:47  <Samu> what if i used squash?
15:29:16  <LordAro> no
15:29:36  <LordAro> there's nothing wrong with your branch (as best as i can see)
15:29:51  <LordAro> probably just needs TB to kick something
15:29:56  <LordAro> have patience :p
15:30:44  <Samu> or the order which I'm doing this
15:31:03  <peter1138> Maybe he hasn't logged in recently enough :p
15:31:33  <Samu> ok, will wait for TrueBrain
15:31:36  <andythenorth> truebrain bot
15:34:41  <nielsm> TB should give some more people permission to the org on azure
15:34:53  <nielsm> for bus factor and keeping the pipelines flowing
15:35:00  <andythenorth> I suspect TB agrees
15:37:19  <nielsm> birds... hops onto my hand, drops a poop, and flies away again
15:37:36  <andythenorth> lucky
15:49:44  <LordAro> nielsm: not exactly a good solution though
15:49:57  <LordAro> i can't possibly imagine azure is supposed to work this way
15:54:30  <nielsm> it might be intended as a proxy for "people care about the build outputs hence this org is still important"
15:54:58  <nielsm> which works for private projects that can only be accessed by being logged in
15:55:22  <nielsm> but breaks when 75% of those looking can access it via public access
16:02:11  <LordAro> maybe?
16:02:14  <LordAro> weird tho
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16:12:43  <Eddi|zuHause> we clearly need a bot that does the login-keepalive thing
16:19:20  <orudge> I've hopefully woken it up
16:19:30  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #6931: Change: Prevent town growth from blocking ships
16:21:18  <Eddi|zuHause> seems to have started
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16:32:32  <Samu> i had an idea about the password thing you were discussing yesterday
16:33:21  <Samu> have each openttd installation install some CD-KEY, private-key, special code whatever
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16:33:42  <Samu> a user then only has to lock/unlock the company they play with
16:34:10  <Samu> any other user won't be able to join those companies
16:34:17  <Samu> of another installation that is
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16:35:27  <Samu> and there would be no need for passwords either
16:35:41  <nielsm> Samu that's no different from a password, just the user didn't choose it themself
16:35:58  <Samu> yep
16:36:06  <nielsm> it's not about having a secret key to join the company, it's how to transmit it to the server for validation
16:36:36  <Samu> i see
16:36:44  <nielsm> and how the server can store the secret without revealing it to others who might get a copy of the savegame
16:38:24  <nielsm> and whether there should be efforts to prevent the server admin from getting/guessing the secret
16:39:10  <milek7> maybe overengineering: use public key cryptography
16:39:12  <nielsm> you could probably implement a protocol using strong cryptography, but the real question is whether that's actually appropriate
16:39:13  <milek7> like ssh
16:39:53  <nielsm> my opinion is, it's a video game, not a bank account or personal health information
16:40:15  <nielsm> (yes I do know that certain MMORPG's have better security than many online banks)
16:42:04  <nielsm> in other words, I don't see the need to make a secure system for this, it's overkill and any vulnerability discovered will make it look bad, it's easier to make no promises regarding the security of secrets used
16:42:47  <nielsm> what does need attention however, is security of any remote server administration tools/protocols
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17:12:42  <Samu> the more I dig the road code, the more ambiguity I find
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17:14:51  <Samu>
17:15:02  <Samu> what is a real water tile?
17:15:20  <Samu> sometimes it includes coasts, sometimes it doesn't
17:15:27  <Samu> no consensus within the code
17:16:57  <nielsm> static inline bool IsWater(TileIndex t) { return GetWaterTileType(t) == WATER_TILE_CLEAR; }
17:17:06  <nielsm> "really, nothing but water"
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17:17:42  <nielsm> Samu are you using visual studio?
17:17:47  <Samu> yes
17:17:59  <nielsm> if so, learn to right-click function names and "peek definition"
17:18:21  <nielsm> 9 out of 10 times it will give you a view of exactly the function you wanted to know what does
17:18:28  <Samu> IsWater doesn't bring the same result as HasTileWaterGround
17:18:53  <nielsm> if they did the same thing they wouldn't be two different functions
17:19:21  <Samu> some places use HasTileWaterGround, some use IsWater, some use the DC_NO_WATER
17:20:05  <Samu> and there's some places that don't even use the DC_NO_WATER
17:20:15  <Samu> within the town code
17:20:26  <Samu> I really need a town code expert
17:20:33  <nielsm> different ways of expressing the same things
17:22:33  <nielsm> the majority of town_cmd.cpp is between 10-15 years old code and hasn't changed since
17:22:40  <nielsm> nobody is an expert on this code any longer
17:22:56  <nielsm> and most of the people who worked on the code no longer work on openttd
17:23:28  <Samu> :(
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17:25:11  <nielsm> this is your chance to deep dive into the code and become the expert
17:27:27  <nielsm> one place to begin could for example begin "the handling of water tiles is inconsistent, change checks to express in similar ways (with gameplay unchanged)"
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17:40:55  <Samu> for me there are 2 types of coast tiles
17:41:03  <Samu> coasts without water
17:41:06  <Samu> coasts with water
17:41:53  <Samu> coasts with water should be treated as a water tile
17:41:59  <Samu> coasts without water shouldn't
17:42:18  <Samu> even though they are technically of tile type water
17:44:08  <Samu> !IsWater is gonna automatically exclude all coasts
17:45:24  <acklen> or perhaps IsWater() is pure water and HasWater() includes coasts
17:45:42  <glx> hmm coast without water can't be coast ;)
17:46:11  <acklen> unless an island is surrounded by lava
17:46:51  <acklen> Samu: can you give an example of a coast without water?
17:47:26  <Eddi|zuHause> there are rail tiles that have water
17:47:27  <Samu> all those with diagonal slopes
17:47:32  <Eddi|zuHause> or industry tiles
17:48:03  <Eddi|zuHause> for those IsWater would be false, because it's not a water tile
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17:49:12  <acklen> hence a HasWater() or ContainsWater() idea
17:49:14  <Samu> IsWater returns false for coasts with 1 corner raised
17:53:37  <glx> IsWater checks the tile type
17:53:41  <glx> IIRC
17:57:38  <Samu> HasTileWaterGround  * @note Coast tiles are not considered waterish, even if there is water on a halftile
17:58:07  <Samu> so that's why towns build on those watered slopes
17:58:44  <glx> hmm checked, IsWater checks for clear water
17:58:57  <andythenorth> for industries, have to check slope and tile height iirc
17:59:01  <andythenorth> to find a coast
17:59:12  * andythenorth can't remember, think nml has a macro for it anyway
17:59:25  <glx> you have IsCoast and IsCoastTile for coasts
17:59:45  <glx> but coast is indeed a water tile
18:01:32  <nielsm> a tile being "water" seems to have to do with being "not purely dry ground" and with lowering one corner resulting in more of the tile becoming water and possibly spreading water-ness to other tiles sharing that corner
18:05:58  <glx> indeed coasts are water tiles but you can build on them so they are not considered as water
18:07:05  <Samu> when a road is built with DC_NO_WATER, what does the code do?
18:07:15  <Samu> must invetigate
18:08:14  <glx> and HasTileWaterGround includes water, stations, industries and objects
18:09:00  <Eddi|zuHause> the real fun will begin when we have halftile rivers where the other halftile could be a rail
18:09:09  <Samu> DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD)
18:09:42  <glx> it prevents to build road leading to the sea
18:10:22  <Samu> roads don't build on water, but i still see towns building roads there
18:12:07  <Samu>
18:17:21  <Samu> aha
18:17:23  <Samu> found it
18:18:42  <Samu>
18:19:02  <Samu> case: WATER_TILE_COAST does't care about DC_NO_WATER
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18:21:17  <Wolf01> o/
18:22:08  <glx> but DC_NO_WATER is checked before the call to ClearTile_Water() I think
18:26:38  <Samu> gonna see what happens to towns
18:26:40  <Samu> if (flags & DC_NO_WATER && IsSlopeWithOneCornerRaised(slope)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
18:27:52  <Samu> wellwell
18:27:56  <Samu> it's not just towns
18:28:01  <Samu> it's almost everything
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18:28:27  <Wolf01> Yeah, that's water
18:28:36  <Samu> just tried to build a road myself on a coastal tile
18:28:41  <Samu> now i can't
18:29:46  <Samu> so it's intended to let it ignore DC_NO_WATER for coastal tiles
18:30:03  <Samu> because sometimes it's okay to
18:31:35  <glx> ah yes of course, coastal is a valid land
18:35:14  <nielsm> it seems to me a lot of the tile handling everywhere is based around checking the base type of the tile first and then more specific properties, instead of having a general function that checks a general property of a tile
18:36:11  <nielsm> meaning lots of logic is smeared about the code making it more elaborate than perhaps necessary
18:36:30  <glx> because the map is not an array of objects
18:37:02  <glx> so the code has to call the right function depending of the data
18:38:23  <glx> and that's why we have asserts everywhere in tile related functions
18:38:36  <nielsm> but you could write a wrapper class that itself just holds a tile index, but can describe various properties of it in a more useful, higher level way
18:39:58  <nielsm> e.g. you want to query a tile not whether it's water or land or specific slope properties, but "can this tile have built foundations for a linear construction in direction X?"
18:40:00  <nielsm> for instance
18:40:08  <glx> imagine how it was before the addition of wrapper functions around map access
18:40:43  <glx> the code was full of _m[] stuff with bit checks
18:42:14  <andythenorth> let's see about PRs
18:42:39  <andythenorth> ok one that's probably actually important
18:42:42  <andythenorth> and then a bunch more :P
18:43:09  <andythenorth> oh also
18:43:30  <andythenorth> glx are these ^ quality of life, or do they block new CF and binaries?
18:43:58  <nielsm> QoL
18:44:23  <glx> these 2 need non windows testing, just to check my bash/gawk changes don't break anything
18:44:32  <nielsm> purpose is just allowing windows-only users without WSL/msys/cygwin environment to regenerate some files
18:45:03  <andythenorth> do we wait for CI?  Or do I test them locally for macOS
18:45:04  <andythenorth> ?
18:45:26  <glx> also fix output on windows because CRLF vs LF stuff
18:45:58  * andythenorth has head cold, not really keen to test stuff :D
18:46:09  <andythenorth> but I don't like the PR count, it's too high
18:46:35  <glx> it's just a matter of running the script locally and check they don't change anything
18:47:30  <glx> on my machine if I run or squirrel_export.vbs I get the same output
18:48:19  <glx> previously it could replace CRLF with LF
18:48:43  <glx> and considered the files modified
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18:49:01  <andythenorth> for is there anything I can actually test on macOS?
18:49:10  <andythenorth> looks like it's just proj files?
18:49:40  <glx> no it's windows only, and the CI failed on something unrelated ;)
18:49:53  <andythenorth> ok
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18:52:11  <Wolf01> So, yesterday it was no internet day
18:52:39  <andythenorth> oof no gawk :P
18:53:19  <Wolf01> In the morning some routing problems on the entire country, in the afternoon they had the brilliant idea to cut the backbone while working on the highway expansion near my home...
18:53:34  <andythenorth> 'n part force majeure'
18:53:48  <glx> oh so you couldn't generate the API even without my changes
18:54:28  <andythenorth> installed gawk
18:54:35  <andythenorth> "sh src/script/api/" ??
18:55:16  <glx> I think you must start it from api
18:55:36  <andythenorth> any params?
18:56:08  <glx> as it uses pwd
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18:56:10  <andythenorth> "find: illegal option -- t"
18:56:16  <glx> no params needed
18:56:41  <glx> I haven't touched this part :)
18:57:03  <glx> maybe you should try master first ;)
18:57:30  <andythenorth> yeah master fails
18:57:37  <andythenorth> so my testing is no good for you :D
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19:24:55  <Samu> crap
19:25:00  <Samu> fat houses are bugged
19:25:08  <Samu> i mean, my code
19:25:52  <Samu>
19:25:55  <Samu> blocked!
19:26:14  <Samu> well, not really my code, but rather where I am making the check
19:27:23  <Samu> started building the stadium on the top tile, which happens to be flat land
19:27:39  <Samu> i guess the rest of the tiles weren't properly checked
19:29:28  <Samu> how to check the 4 tiles the stadium houses
19:29:52  <nielsm> pre-check all the tiles?
19:30:31  <Samu> yes, somewhere in buildhouse
19:33:54  <andythenorth> so nielsm :)
19:34:05  <andythenorth> if I add 1.5 tile EMUs to Horse...
19:34:13  <andythenorth> how do I fulfill integer lengths? o_O
19:34:22  * andythenorth has ideas, is hoping for more
19:34:49  <nielsm> have a 1-tile version too, I guess
19:35:04  <nielsm> or a similar but not quite the same that's shorter but coupling- and control-compatible
19:35:25  <nielsm> mixed-type MU's look nice imo
19:35:34  <andythenorth> so I can have 1 tile mail emu
19:35:40  <andythenorth> and one could just add pax coaches tbh
19:40:14  <Samu> aha, seems to be CanBuildHouseHere
19:40:28  <Samu> at least for 2x2
19:42:34  <Samu> dang it, I had it right the first time, back in october
19:42:41  <Samu> it was there
19:46:58  <Samu> it's for 2x1 and 1x2 as well, GREAT
19:51:40  <planetmaker> I'm somewhat relieved that iron horse failing is not a failure of devzone :P
19:58:12  <Eddi|zuHause> *must not mention CETS*
20:01:51  <andythenorth> planetmaker: it's usually my fault :P
20:02:10  <andythenorth> oh
20:02:19  <andythenorth> hmm
20:02:39  <andythenorth>
20:02:43  <andythenorth> "Added width and height properties #1304 [radarhere]"
20:02:58  <andythenorth> maybe it is a failure of devzone :D
20:08:57  <Samu> better roads and original appear to be doing future checks
20:09:19  <Samu> 2x2 and 3x3 are not, only need to do one check
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20:10:09  <Samu> so for better roads and original, I'm repeating the check 3 times!
20:10:25  <Samu> up to 3 times*
20:16:36  <Samu> im sure the town code could be optimized, some checks repeat often
20:17:02  <Samu> at least that's the impression i get
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20:58:19  <peter1138> hi
21:01:54  *** Gabda has joined #openttd
21:04:57  <andythenorth> hello peter1138
21:05:06  <andythenorth> Gabda: you saw it was merged? o_O
21:05:35  <peter1138> ?
21:06:21  <andythenorth> ?
21:06:34  <peter1138> Why "o_O" for a merge?
21:07:05  <andythenorth> my icon set looks happy with o_O
21:07:15  <andythenorth> might vary by irc client :P
21:07:38  <andythenorth> o_O is like a smile with a cheeky raised eyebrow
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21:09:15  <Gabda> hi
21:09:24  <Gabda> yes, I saw it :)
21:09:41  <andythenorth> oof the risk of icon sets, o_O means 'shocked', 'surprised', 'scared' :|
21:09:49  <andythenorth> why is there no training guide to the internet :(
21:10:14  <Gabda> now I can look into the multiplayer part, because I am still not sure if it works as intended
21:10:58  <andythenorth> I get this icon for o_O
21:11:13  <andythenorth> this fascinating diversion into emoticons is free, public service, and will now stop
21:12:01  <Gabda> or will be mandatory for everyone
21:12:30  <Gabda> (whichever is easier)
21:14:58  <andythenorth> it's probably fine as is
21:15:25  <peter1138> andythenorth, "wtf" is even in the filename ;p
21:16:33  <Gabda> so the icon, the name and the plain text represent 3 different things... nice :)
21:18:46  <Gabda> I just dropped by for a few minutes to look around, but have to go now, so bye everyone!
21:18:57  <peter1138> bye
21:19:10  <peter1138> Hmm #6784 rebased with no conflicts.
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21:19:47  <andythenorth> someone should revoke my internet license :P
21:23:02  <peter1138> Ok
21:25:20  <andythenorth> planetmaker: can we upgrade pillow, or should I rewrite my code?
21:25:30  <andythenorth> I can do the latter if pillow is more than 2 mins work
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21:37:24  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7030: Docs: Fix a few typos in docs/multiplayer.txt
21:38:42  <andythenorth> planetmaker: I fixed the code btw :)
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21:51:15  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7030: Docs: Fix a few typos in docs/multiplayer.txt
21:51:42  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7030: Doc: Fix a few typos in docs/multiplayer.txt
21:52:59  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns
21:53:40  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7030: Doc: Fix a few typos in docs/multiplayer.txt
21:59:28  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7026: Add: when placing non-rectangular airport, consider airport tile table tiles only (patch by adf88, #6613)
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22:07:59  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns
22:13:12  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7027:  Add: [AzurePipeline] introducing a release pipeline
22:14:26  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7030: Doc: Fix a few typos in docs/multiplayer.txt
22:15:10  <frosch123> now, it's all your fault :)
22:15:32  <LordAro> what, all 3 words? :p
22:16:39  <LordAro> nielsm: #6872 - are pm's comments still outstanding?
22:17:32  <andythenorth> ha ha
22:17:44  <andythenorth>             # !! is this the best proxy for num rows needed? or something else?  test !!
22:17:44  <andythenorth>             self.num_pantograph_rows = len(self.consist_ruleset)
22:17:57  <andythenorth> turns out self.consist_ruleset is a string
22:17:57  <andythenorth> :P
22:18:09  <andythenorth> it just happened to be the right length for my initial test train
22:18:18  <andythenorth> 'magic numbers'
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22:21:55  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns
22:30:42  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #6780: Change: Refactor window ticks into game ticks and realtime events.
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22:39:47  <Samu> oh, building of statues can break a water connection too, lol
22:41:27  <andythenorth> oof
22:41:36  <andythenorth> can AI build new objects?
22:46:53  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro requested changes for pull request #7028: Feature: Option to group vehicle list by shared orders
22:47:08  <LordAro> andythenorth: i'm not aware of it being able to
22:47:12  <LordAro> how about a GS?
22:47:24  <andythenorth> I am just wondering what samu has to do next
22:47:29  <andythenorth> AI can fund industry
22:47:33  <LordAro> ha
22:47:55  <andythenorth> Samu: are bridges prevented on diagonals now?
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22:48:44  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #6988: Change: AI/GS ScriptBridge::GetName takes one extra parameter to refer the vehicle type
22:49:50  <andythenorth>
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22:50:33  <andythenorth> also roads
22:50:35  <andythenorth> road depot
22:50:41  <andythenorth> no road depot can't actually
22:50:45  <andythenorth> drive in road stop can
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22:51:51  <Samu> ah no, statues only build on flat clear ground or replace a house
22:51:59  <Samu> good
22:52:35  <Samu> or on tree tiles
22:52:40  <andythenorth> Samu: seen the image above? ^^^
22:52:56  <Samu> yes?
22:53:06  <Samu> towns don't build too small bridges
22:54:02  <andythenorth> AIs can
22:54:29  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro requested changes for pull request #6988: Change: AI/GS ScriptBridge::GetName takes one extra parameter to refer the vehicle type
22:54:58  <Samu> oh, i know :(
22:58:08  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7005: Fix #7004: Redraw linkgraph overlay correctly after zoom
23:00:29  <Samu> trees can't be built on half coast tiles but can on the others, that won't cause problems when replacing trees with statue
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23:15:19  <planetmaker> <LordAro> nielsm: #6872 - are pm's comments still outstanding? <-- not exactly. Yet I still think my comments are valid. nielsm doesn't think so :)
23:15:52  <planetmaker> it can be argued both ways, though.
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23:18:10  <Samu> must check industries that replace town houses next
23:18:19  <Samu> if they break water connections
23:25:17  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas opened pull request #7033: Fix: typo in variable name: pices -> pieces
23:32:24  <Samu> they replace houses indeed
23:32:36  <Samu> 2 houses needed for 1 bank
23:37:48  <Samu> static bool GrowingBlocksWaterConnection(TileIndex tile)
23:37:50  <Samu> the new name!
23:40:14  <Eddi|zuHause> maybe it meant "pisces"? (astrology)
23:47:41  <Samu> towns terraform with DC_NO_WATER
23:48:03  <Samu> must investigate the terraform command
23:59:41  <Samu> the terraform command is always lowering terrain in this part
23:59:49  <Samu> is that intended?

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