Log for #openttd on 13th January 2019:
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00:17:58  <Samu> *fstd.best_track = INVALID_TRACK;	expression must have class type
00:18:05  <Samu> what does it mean?
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00:19:53  <Samu> fstd->best_bird_dist = INVALID_TRACK;
00:22:42  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7051: Feature: Moveable depots #6328
00:23:59  <glx> it's a fun regression error
00:28:38  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7051: Feature: Moveable depots #6328
00:39:36  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7051: Feature: Moveable depots #6328
00:40:14  <glx> ok found the cause, thanks to regression :)
00:54:33  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z opened pull request #7052: Change: Allow drawing dropdown lists with scrollbars above the widget…
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01:03:06  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7053: Fix: make -k switch useful when testing regression
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01:09:50  <DorpsGek_II> [OpenTTD/OpenTTD] J0anJosep commented on pull request #7052: Change: Allow drawing dropdown lists with scrollbars above the widget…
01:36:01  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z closed pull request #7052: Change: Allow drawing dropdown lists with scrollbars above the widget…
01:36:02  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7052: Change: Allow drawing dropdown lists with scrollbars above the widget…
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02:04:57  <Eddi|zuHause> "	assert_compile(VEH_TRAIN == (int)ScriptTile::TRANSPORT_RAIL);" is that really necessary?
02:05:32  <glx> it's a safety check
02:05:56  <Eddi|zuHause> well, i can leave it in
02:08:44  <glx> unless enum TransportType and enum VehicleType equivalence is checked somewhere else it's better to keep it
02:10:31  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7051: Feature: Moveable depots #6328
02:11:04  <Eddi|zuHause> still leaves the "unclean" part of the queue to be resolved
02:11:04  <glx> I'm doing a quick fix for 7050
02:14:42  <glx> hmm mingw decided to fail to build
02:15:12  <glx> oh I know why, the c++11 PR has been merged
02:15:57  <Eddi|zuHause> can't help you with that :p
02:16:49  <Samu> i think i found a problem here
02:17:07  <Samu> r can generate a number from 0 to 255, isn't it?
02:17:20  <Samu> but is uint
02:17:37  <Samu> what if it is 30 and then r-30 happens?
02:17:50  <Samu> can't go below 0?
02:18:21  <Samu> shouldn't r be int?
02:19:22  <Samu> ops, r-80
02:19:41  <Samu> @calc 30 - 80
02:19:41  <DorpsGek> Samu: -50
02:20:45  <Samu> 		r	4294967284	unsigned int
02:20:54  <Samu> oh, it goes back to a big number?
02:21:39  <Samu> @calc 68 - 80
02:21:39  <DorpsGek> Samu: -12
02:22:44  <DorpsGek_II> [OpenTTD/OpenTTD] btzy commented on pull request #7005: Fix #7004: Redraw linkgraph overlay correctly after zoom
02:23:00  <Samu> @calc 0xffffffff - 12
02:23:00  <DorpsGek> Samu: 4294967283
02:23:12  <Samu> @calc 0xffffffff - 11
02:23:12  <DorpsGek> Samu: 4294967284
02:27:59  <Samu> I don't think 4294967284 <= 127
02:28:04  <Samu> is true
02:28:20  <Samu> is this a bug? intended bug?
02:30:30  <DorpsGek_II> [OpenTTD/OpenTTD] btzy commented on pull request #7040: Fix: Round up deltas for smooth scrolling, so that target will eventually be reached
02:31:05  <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7040: Fix: Round up deltas for smooth scrolling, so that target will eventually be reached
02:33:15  <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7040: Fix: Round up deltas for smooth scrolling, so that target will eventually be reached
03:07:38  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6928: Fix #5713: Use pathfinder to find closest ship depot
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03:24:17  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #6928: Fix #5713: Use pathfinder to find closest ship depot
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04:51:08  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas opened pull request #7054: Fix: grammar in a bunch of comments
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05:57:45  <Alberth> moin
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07:25:22  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth approved pull request #7054: Fix: grammar in a bunch of comments
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07:29:28  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6060: Allow drawing dropdown lists with scrollbars above the widgets
07:30:52  <stefino> hi, I started to code our Industry set and have some problems. One of them is that oil rig can be built on the ground too . How to disallow it?
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07:31:13  <andythenorth> moin
07:31:53  <stefino> hi andy
07:32:57  <stefino> I started to code our Industry set and have some problems. One of them is that oil rig can be built on the ground too . How to disallow it?
07:33:39  * andythenorth looks
07:36:19  <andythenorth> FIRS oil rig
07:36:47  <andythenorth> it might be a tile check that prevents land
07:36:48  * andythenorth looking
07:37:41  <andythenorth> or maybe industry location check - coast distance
07:38:50  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7054: Fix: grammar in a bunch of comments
07:40:07  <stefino> mmm so the code itself like "spec_flags: bitmask(IND_FLAG_BUILT_ON_WATER);" doesnt mean that the industry IS on the water but it CAN be built on the water?
07:40:47  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7053: Fix: make -k switch useful when testing regression
07:40:56  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7053: Fix: make -k switch useful when testing regression
07:40:59  <andythenorth> stefino: yes, that permits water, but doesn't enforce water
07:41:39  <andythenorth> LordAro: early to rise, late to bed :o
07:43:14  <andythenorth> ha ha ha ha, nobody reported this FIRS exploit yet :D
07:44:02  <LordAro> andythenorth: i wanted to go cycling this morning, but the weather isn't looking great
07:44:16  <stefino> okay :) second problem is that I code post office ..( it is the same code for all industries cause I started yesterady. So diferences are only in flags or output, input cargo ) but this post office accept and produce coal :D instead mail
07:44:30  * andythenorth just built a fishing hole
07:44:33  <andythenorth> inland
07:45:16  * andythenorth just built another fishing hole, inland, at the top of a mountain
07:46:12  <andythenorth> stefino: try setting 'override' property too
07:46:18  <andythenorth> this came up for nielsm recently
07:46:30  <andythenorth> there might be undocumented behaviour with 'substitute' and 'override'
07:46:44  <DorpsGek_II> [OpenTTD/OpenTTD] Alberth289346 opened pull request #7055: Fix #6408: Improve wording of the dragging signal distance tooltips (juanjo)
07:46:47  <andythenorth> it will be in somewhere
07:47:22  <andythenorth> if I remember correctly, you're getting coal because something from default coal isn't being over-ridden correctly
07:47:40  <andythenorth> moin Alberth :)
07:47:44  <andythenorth> sneaky PRs
07:49:47  <Alberth> moin
07:50:02  <stefino> but post office is not in the old game so I cant to use override or substite
07:50:41  <andythenorth> set it to 0
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07:50:49  <stefino> ah
07:52:21  <stefino> mmm coal again
07:52:50  <Alberth> sounds like not using cargo labels?
07:53:16  <Alberth> or the wrong one?
07:53:32  <Alberth> nice inland water industries andy :)
07:53:59  <Alberth> sorry for the PS, but it seemed too simple not to take it :)
07:54:03  <Alberth> *PR
07:57:15  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7055: Fix #6408: Improve wording of the dragging signal distance tooltips (juanjo)
07:57:35  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro closed issue #6408: Signals: confusing concept (wording): "Signal density"
07:57:36  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7055: Fix #6408: Improve wording of the dragging signal distance tooltips (juanjo)
08:00:17  <stefino>
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08:01:36  <stefino> this is all code with post_office (I delete another industries for this sample)
08:02:27  <Wolf01> o/
08:02:44  <andythenorth> Alberth: PRs are good :)
08:03:14  <Alberth> :)
08:03:18  <stefino> I did it with YETI instructions in devzone. I can't say that I am progammer :D
08:03:25  <Alberth> also a way to close issues :)
08:06:35  <andythenorth> stefino: coal at both tiles (? tool) and the industry window?
08:09:18  <stefino> it seems that problem is in mail cargo itself. cause all the industry chain gives a coal instead a mail
08:12:43  <stefino> is possible that coal has ID 1 in basic game?
08:14:51  <andythenorth> shouldn't matter if the new cargo is defined correctly :)
08:15:01  * andythenorth wonders why industry grfs are so hard to code
08:15:15  <andythenorth> when I wrote FIRS in nfo 10 years ago, it wasn't this hard
08:26:26  <peter1138> LordAro, hmm, here it's raining now but then dry from 9 til 1. I might risk it.
08:26:47  <andythenorth> 20mph wind here, gusting to what sounds like more
08:26:53  <andythenorth> weather says 'breeze'
08:27:40  <peter1138> 13 gusting to 33
08:27:53  <LordAro> peter1138: mm, bit of dampness here too
08:28:14  <andythenorth> apparently long-distance all weather cyclists live longer
08:28:22  <LordAro> beeb weather says 40mph at 11
08:28:25  <LordAro> ew
08:28:43  <peter1138> Urgh.
08:28:57  <peter1138> How can we fix this baseset changes issue? I can't remember what it was.
08:30:27  <LordAro> commit the obs changes, probably :p
08:30:53  <andythenorth> what causes it?
08:30:58  <andythenorth> smells all wrong
08:31:14  <peter1138> Who needs to do that?
08:31:26  <peter1138> Hmm, it's web translator commits isn't it?
08:31:33  <LordAro> yeah
08:31:58  <andythenorth> so we're committing compiled assets into the repo?
08:32:08  * andythenorth doesn't really understand the issue
08:32:14  <peter1138> Apparently yes.
08:32:37  <peter1138> Otherwise you need grfcodec to compile. Not sure that's a huge issue?
08:32:57  <andythenorth> and we don't run the compile on the translator commits?
08:33:05  <LordAro> yeah
08:33:13  <andythenorth> so the translator commits shouldn't be going straight in?
08:33:20  <peter1138> Although, not sure why it needs grfcodec to build the baseset metadata, mind you.
08:33:20  <andythenorth> they should be in a branch, which is then compiled and merged?
08:33:28  <LordAro> does it need a full compile? i thought obs was a text file
08:35:04  <andythenorth> FWIW, these are the ones I get
08:35:08  <peter1138> Maybe parts of needs to be split off
08:35:25  <peter1138> I don't know how this works with MSVC either.
08:36:22  <andythenorth> yeah so no_sound.obs has metadata strings, which are presumably translated
08:36:29  * andythenorth exploring
08:37:01  <andythenorth> why are we still carrying orig_dos_de.obg
08:37:11  <andythenorth> do we care what was on the German Transport Tycoon CD?
08:37:15  <andythenorth> with one broken sprite?
08:37:25  <LordAro> ha
08:38:21  <andythenorth> presumably that was needed to support people with a specific TTD CD
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08:38:26  <peter1138> If we can, why not?
08:38:41  <peter1138> The fact we added stuff to support it suggests it mattered at some point.
08:38:41  <andythenorth> well yes
08:38:59  <peter1138> And everything is there, so why remove it?
08:39:03  <andythenorth> yes
08:39:15  <andythenorth> I was curious, but it makes sense to keep
08:40:22  <andythenorth> ok so openttd.grf *isn't* recompiled
08:40:45  <LordAro> i was gonna say, baseset strings aren't part of the grf anyway, right?
08:40:50  <andythenorth> I am testing
08:40:58  <andythenorth> something recompiled my openttd.grf yesterday
08:41:00  <peter1138> 08:35 <@peter1138> Maybe parts of needs to be split off
08:41:02  <peter1138> P0
08:41:03  <peter1138> :p
08:41:06  <andythenorth> :P
08:41:26  <andythenorth> compiles today didn't rebuild openttd.grf so yair
08:41:48  <andythenorth> then?
08:42:57  <andythenorth> L47?
08:43:45  <peter1138> Yeah could just be in there.
08:45:05  <peter1138> Testing.
08:45:47  <DorpsGek_II> [OpenTTD/OpenTTD] J0anJosep commented on pull request #7055: Fix #6408: Improve wording of the dragging signal distance tooltips (juanjo)
08:46:48  <LordAro> shouls be pretty easy to pull out that bit of the makefile (& add it to the eints call)
08:47:26  <LordAro> well, possibly just add it to the eints call, given it'd have to configure otherwise
08:51:09  <peter1138> Oh, there's an issue. When you do git checkout, to replace those baseset files with stock, it uses the *current* time, not the file's committed time.
08:51:26  <peter1138> So after that, make detects that those files are newer and doesn't rebuild anyway.
08:52:37  <peter1138> Someone's written a python script that updates timestamps to the last committed version of a file.
08:53:42  <peter1138> Mind you, we then don't need to store the *.ob* files in the repo, so make clean should remove them.
08:57:32  <andythenorth> this is separate-but-related
08:57:53  <andythenorth> specifically the comments
09:06:16  <peter1138> Hmm, I can't make the obg files without grfcodec.
09:06:34  <peter1138> Wait, no, I deleted too much in bin/baseset.
09:08:54  <peter1138>
09:09:06  <peter1138> Not going to PR it yet, need to figure out what happens else where.
09:10:49  <LordAro> all: $(OBT_FILES)\nifdef GRFCODEC\nall: <grf files>\nendif might be slightly nicer
09:11:05  <LordAro> no need for the else
09:12:02  <peter1138> You can have multiple all: definitions?
09:12:07  <LordAro> yeah
09:12:17  <LordAro> as long as the rule only adds dependencies
09:15:53  <peter1138> Ok
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09:50:49  <DorpsGek_II> [OpenTTD/OpenTTD] Alberth289346 commented on pull request #7055: Fix #6408: Improve wording of the dragging signal distance tooltips (juanjo)
09:54:46  <nielsm> messing with IDAfree again to reverse this time, luckily much of the sturcure is identical to
09:55:04  <nielsm> but I'm continually amazed at how bad the C compiler they used back then was
09:55:34  <nielsm> it makes jumps to jumps as a matter of course, within a single function
09:55:57  <nielsm> and it's not just short/long jump trampolines as far as I can tell
09:58:16  <nielsm> now this may be on the programmers, but it also looks like some things that should be local variables are just randomly placed in uninitialized globals instead
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10:06:12  <nielsm> and memory alignment? what's that
10:06:51  <nielsm> there's a long sequence of words and dwords at odd addresses in the global data
10:11:03  <TrueBrain> you are having fun I see :D
10:12:09  <nielsm>  whatdoesitmeeeeeeean????
10:12:15  <nielsm> a weird string, never used
10:18:14  <TrueBrain> seems obvious. It is not a 5
10:18:39  <DorpsGek_II> [OpenTTD/OpenTTD] J0anJosep commented on pull request #7055: Fix #6408: Improve wording of the dragging signal distance tooltips (juanjo)
10:19:13  <TrueBrain> right, okay, so nightlies are blocked till my PR is reviewed. Bit annoying that I cannot apply a pipeline on another branch without going through very odd hoops
10:20:24  <TrueBrain> after that it is figuring out how compatible DigitalOcean really is with an S3 bucket :D
10:21:14  <TrueBrain> and this is working too:
10:21:14  <TrueBrain> [deployer] 2019/01/13 10:20:46 INFO     Sentry initialized with release='0.0.0-49-gb1cbfb4' and environment='global'
10:21:16  <TrueBrain> sweet :D
10:21:29  <TrueBrain> no more hiding crashlogs :D
10:22:44  <LordAro> how long before you get sick of all the custom clients that lie about their versions? :p
10:22:59  <TrueBrain> which custom clients?
10:23:28  <LordAro> doesn't the reddit server use a custom client?
10:23:47  <TrueBrain> where did this conversation took another route, I wonder ..
10:24:17  <TrueBrain> by the lack of PR, I hope it was obvious I did not add Sentry to OpenTTD itself? :)
10:24:38  <LordAro> i've been assuming a thing again, haven't i?
10:24:51  <TrueBrain> sorry :P
10:24:59  <TrueBrain> I am going to add this to Python applications we are running
10:25:10  <LordAro> that makes much more sense :)
10:25:12  <TrueBrain> in this case, the deployer (hence the [deployer] part)
10:25:48  <TrueBrain> but, an OpenTTD crash log collector is something I would love to look into
10:25:54  <TrueBrain> because .. that would really really help
10:26:13  <TrueBrain> especially if we can automatically analyse stuff, like decode the crash.log etc
10:26:55  <TrueBrain> and we now have the tool to do all that .. but .. first I want to move the current infrastructure I guess :D
10:30:28  <LordAro> TrueBrain: what's filetype_description.txt for?
10:31:37  <TrueBrain> its a file that is now on the mirror, of all places
10:31:43  <TrueBrain> it defines a human readable text per extension
10:31:50  <TrueBrain> I have been wondering if I shouldnt move that to openttd-website
10:32:45  <LordAro> ah, part of manifest.yaml . Wouldn't it be better placed in azure-pipelines/ instead of the root?
10:32:57  <TrueBrain> the root is getting messy in general
10:33:06  <TrueBrain> should I move all the related files in azure-pipelines?
10:33:09  <TrueBrain> (also etc)
10:33:33  <LordAro> probably, yeah
10:34:04  <TrueBrain> will do
10:48:53  <DorpsGek_II> [OpenTTD/website] TrueBrain opened pull request #17: Add: lookup the description based on the extension
10:48:59  <TrueBrain> LordAro: well, that was easier than expected :D
10:52:48  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7027:  Add: [AzurePipeline] introducing a release pipeline
10:52:56  <TrueBrain> CI will fail on this now, because I changed the location :D
10:55:35  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7027:  Add: [AzurePipeline] introducing a release pipeline
10:56:13  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7027:  Add: [AzurePipeline] introducing a release pipeline
10:57:00  <LordAro> i would've been perfectly happy with the "main" ci files being in the root
10:57:23  <LordAro> breaking the CI for all existing PRs (again) will be a pain
10:58:17  <Eddi|zuHause> yeah, we got people barely coping with the last time that happened
11:01:15  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7027:  Add: [AzurePipeline] introducing a release pipeline
11:01:26  <TrueBrain> LordAro: it won't break as it did with Jenkins
11:01:31  <TrueBrain> they do, however, need to rebase
11:01:36  <TrueBrain> but they need to do that anyway
11:02:05  <TrueBrain> the Jenkins thingy broke, as we have the CI set to mandatory, and the name changed
11:02:08  <TrueBrain> the name doesn't change now
11:03:08  <TrueBrain> so I guess this only goes wrong if people don't know they should rebase before a new push
11:03:25  <TrueBrain> I can leave behind a temporary redirect, I guess, which we can remove in a week or so
11:03:28  <TrueBrain> not sure that is needed?
11:04:21  <Eddi|zuHause> i don't think "a week" is remotely enough
11:04:41  <TrueBrain> they REALLY should rebase for sure if they push again after a week :P
11:05:03  <Eddi|zuHause> i think you have too high expectations :p
11:05:07  <TrueBrain> master moves too quickly atm to not have that as a requirement tbh :D
11:05:11  <TrueBrain> otherwise things break anyway
11:05:29  <LordAro> it's quite common to have the main CI file in the root anyway, even if you have extra stuff in a subfolder
11:05:44  <TrueBrain> LordAro: yeah, but 3 of those files was getting a bit annoying
11:07:11  <TrueBrain> this reminds me, I still wonder if we should do anything against PRs that do cleanly merge, but should be revalidated
11:07:29  <TrueBrain> for example, that after N commit, a bot automatically requests in the PR for a rebase, and invalidates the CI results
11:08:17  <TrueBrain> also, we should setup a weekly run to check with all kind of configure settings (no network, no zlib, etc)
11:08:32  <Eddi|zuHause> how big should N be?
11:08:51  <TrueBrain> we now allow rebases, because otherwise after every merge you need to rebase all PRs
11:08:54  <Eddi|zuHause> i don't think there can be a meaningful N?
11:08:54  <TrueBrain> that is just too much
11:08:56  <LordAro> N is completely arbitrary, is the issue
11:09:02  <TrueBrain> so N > 1, for sure
11:09:10  <TrueBrain> it can be like .. 7 days
11:09:13  <TrueBrain> or ... N = 10
11:09:18  <TrueBrain> but now N is infinite
11:09:22  <TrueBrain> which is the other side of the spectrum
11:09:28  <TrueBrain> and GitHub doesn't have a: rebase this PR, button
11:09:30  <TrueBrain> which sucks
11:09:35  <LordAro> if you can do something like "if the file has been modified in master", might be appropriate
11:09:50  <TrueBrain> now I come to think of it, we rebase in the CI
11:09:57  <TrueBrain> so .. it should be enough to just retrigger the CI once in a while
11:10:42  <Eddi|zuHause> and a bot that posts to the PR about rebasing if the once-successful build fails?
11:11:08  <TrueBrain> for example
11:11:12  <Eddi|zuHause> or a tag needs-rebasing
11:11:26  <TrueBrain> I noticed that people are oblivious to CI results anyway, so a bot to repeat what went wrong might help anyway
11:11:54  <TrueBrain> too often I see people saying that the author needs to fix the broken CI result :D
11:12:22  <Eddi|zuHause> yeah, but that kinda needs better extraction of the actual error
11:12:27  <TrueBrain> that too
11:12:31  <DorpsGek_II> [OpenTTD/OpenTTD] J0anJosep opened pull request #7056: Change #6060: Allow drawing dropdown lists with scrollbars above and fix scrolling movement
11:12:32  <TrueBrain> someone should look into that
11:12:35  <TrueBrain> (someone != me)
11:12:52  <Eddi|zuHause> i wouldn't even know where to begin to look
11:12:58  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7027:  Add: [AzurePipeline] introducing a release pipeline
11:12:59  <TrueBrain> like I do :)
11:13:12  <TrueBrain> there is too much on stderr for linux builds .. so .. that is one
11:13:19  <TrueBrain> and Azure Pipelines only shows 'warnings' for MSVC
11:13:26  <TrueBrain> google might give more details about that
11:16:56  <TrueBrain> LordAro: splitting of the two (Release vs release-stable) really helps in the long-run too :) And the build results are much more clear this way :D
11:21:10  <TrueBrain> talking about not rebasing .... LALALAA :D
11:21:11  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7027:  Add: [AzurePipeline] introducing a release pipeline
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11:29:00  <TrueBrain> good morning frosch123
11:29:20  <Eddi|zuHause> random thought concerning "real world" savegames in the regression: the closest we have to that is the various title game subnissions?
11:29:44  <LordAro> i imagine only the trunk game has been tested in any significant detail
11:29:46  <TrueBrain> haha, no :D Ever opened a title-game submission? At least, I know of several that are .. euh ..
11:29:48  <TrueBrain> not what you think :D
11:30:30  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7027:  Add: [AzurePipeline] introducing a release pipeline
11:30:37  <Eddi|zuHause> uhm, sure, they hide stuff outside the field of view
11:30:43  <LordAro> i imagine there's going to be issues turned up, but screw it
11:30:46  <TrueBrain> yeah .. many were explicitly made for title game :)
11:30:49  <TrueBrain> no "real world" about it :P
11:30:54  <TrueBrain> tnx LordAro :)
11:31:01  <TrueBrain> it doesn't "break" anything :D
11:31:07  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7027:  Add: [AzurePipeline] introducing a release pipeline
11:31:10  <Eddi|zuHause> but i mean, it could cover more test cases
11:31:32  <TrueBrain> what do you want to test?
11:31:37  <Eddi|zuHause> dunno
11:31:45  <TrueBrain> I once considered keeping an archive of every savegame every reported as bug
11:31:56  <TrueBrain> but we didn't have any infrastructure back then to do anything with that
11:32:09  <LordAro> not like we have anything now :p
11:32:23  <Eddi|zuHause> this is more like fuzzing than having anything specific to test in mind
11:32:31  <TrueBrain> we do have the infrastructure now; well, it needs to be setup
11:32:33  <TrueBrain> but we have the resources :)
11:32:54  <frosch123> hoi
11:33:05  <Eddi|zuHause> problem with user-savegames will probably be getting NewGRFs and stuff from non-bananas
11:33:20  <TrueBrain> fair enough; but those are rare as fuck :)
11:33:21  <Eddi|zuHause> also, sorting out patched versions
11:33:44  <TrueBrain> most of that you can automate away
11:33:48  <LordAro> quak
11:33:48  <Eddi|zuHause> but i still think the title games would be a start
11:33:49  <TrueBrain> just dismiss any that are not within parameters
11:34:00  <TrueBrain> either way, go for it :D
11:34:23  <Eddi|zuHause> i'm not the right person for that :p
11:34:42  <TrueBrain> not with that attitude
11:35:17  <TrueBrain> hmm .. right ... IPv6 .. how are we going to do that .. hmm
11:35:37  <Eddi|zuHause> IPv6? that will never catch on...
11:35:46  <Eddi|zuHause> it's been 20 years
11:36:12  <TrueBrain> too bad for you, OpenTTD is 100% ready
11:36:16  <TrueBrain> and I don't want regression
11:36:25  <TrueBrain> but DigitalOcean currently doesn't support IPv6 over the load balancer
11:36:47  <nielsm> hmm, it looks like ADLIB.CAT might actually be containing standard MIDI, and the driver just translates that into adlib commands
11:37:34  <Eddi|zuHause> does music from the dos version work yet?
11:37:41  <nielsm> yes
11:37:45  <nielsm> has for several months
11:38:32  <TrueBrain> meh; their CDN is also not IPv6
11:38:37  <TrueBrain> hmm .. that is somewhat of an issue
11:38:54  <Eddi|zuHause> throw it out, rebuild it from scratch
11:39:28  <Eddi|zuHause> what's the fraction of IPv6 traffic nowadays anyway?
11:40:07  <TrueBrain> let me check that for you
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11:41:13  <DorpsGek_II> [OpenTTD/OpenTTD] J0anJosep commented on issue #7043: Disconnected towns during world generation
11:41:14  <TrueBrain> 15% or so
11:41:17  <TrueBrain> (uniq IPs)
11:41:44  <Eddi|zuHause> ok, that's about an order of magnitude higher than what i imagnied :)
11:42:07  <TrueBrain> same for hits on the server
11:42:12  <TrueBrain> that was today .. let me take a bigger sample
11:42:28  <nielsm> okay, is not quite compatible with
11:42:49  <nielsm> probably not standard midi, just something reminiscent of it
11:43:21  <TrueBrain> but yeah, I guess this will mean I have to setup an IPv6 -> IPv4 proxy
11:43:28  <TrueBrain> meaning no CDN on IPv6
11:45:28  <TrueBrain> 42.9M hits in 90 days on our webserver; 4.4M of that is via IPv6.
11:45:37  <TrueBrain> @calc 4.4 / 42.9
11:45:37  <DorpsGek> TrueBrain: 0.102564102564
11:45:44  <TrueBrain> so 10%
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11:46:11  <TrueBrain> @calc 4380065 / 42940454
11:46:11  <DorpsGek> TrueBrain: 0.102003229868
11:46:13  <TrueBrain> to be exact
11:46:40  <TrueBrain> and that is only the webserver. I am ignoring here things like MasterServer and ContentServer
11:51:43  <peter1138> Urgh
11:54:00  * peter1138 fires up VS2017
12:10:07  <peter1138> Hmm, any idea how to create the *.ob? files from a VS project?
12:15:33  <LordAro> similar to how the regression test is done?
12:16:25  <peter1138> Ah, good idea.
12:25:24  <peter1138> Hmm, I guess we can't rely on awk being available.
12:25:36  <LordAro> afraid not
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12:37:09  <frosch123> can cmake do such stuff?
12:38:12  <LordAro> it'd be a bit of work, but probably
12:39:05  <frosch123> more work than doing stuff in vbs?
12:39:26  <LordAro> in combination with the rest of the build system? probably
12:45:56  <peter1138> Hmm, that temporary langfiles.tmp is masive.
12:47:15  <LordAro> well, it is every single language file :p
12:48:10  <peter1138> Indeed.
12:59:07  <peter1138> Shame I can't just ignore MSVC :(
12:59:52  <LordAro> mm
12:59:55  <frosch123> how often do you change the basegraphics?
13:00:11  <peter1138> frosch123, I don't.
13:00:40  <LordAro> frosch123: translations change
13:00:49  <peter1138> The issue is when translators update baseset translations, the bin/baseset/* files don't get updated.
13:01:08  <peter1138> I figure if we can just autogenerate those always, instead of including them in the git repo, that would be the best way.
13:01:09  <frosch123> eints is on linux
13:01:37  <peter1138> Shouldn't be too hard to make a vbs to generate them.
13:01:47  <frosch123> add a "./configure; make; git add bin" there
13:02:19  <frosch123> if you add vbs. isn't osx the next one to fail?
13:02:41  <peter1138> I'm not touching eints, and including generated files in git is still the wrong thing to do, IMHO.
13:02:56  <peter1138> The fact that they are in git makes building them inconsistent, too.
13:03:15  <LordAro> frosch123: that would work, but it's very ew
13:04:31  <frosch123> maintaining generation scripts for 3 platforms is more ew
13:04:58  <LordAro> true
13:05:15  <frosch123> you probably lock out all future contributors, and make it a no-touch area
13:05:52  <frosch123> people will need to install grfcodec and stuff
13:05:59  <frosch123> or you implement grfcodec in vbs :p
13:06:54  <frosch123> we generate grf, ob*, squirrel-widgets, squirrel-api, ...
13:09:41  <peter1138> You don't need grfcodec to update the metadata files.
13:10:33  <frosch123> how do you get the md5sum of a container 2 grf?
13:10:57  <peter1138> I'm only touching the baseset metadata generation.
13:11:15  <frosch123> so you keep the obg in the repository, and just add vbs to update them on windows?
13:11:19  <peter1138> Currently that grf is still stored in the repo and I'm not removing it with this change.
13:11:44  <frosch123> obg contains the container2 md5sum of openttd.grf, you won't get that without grfcodec's grfid
13:12:29  <frosch123> maybe it is not container2, but it also eww to disallow that for the future
13:14:32  <frosch123> ok, currently uses md5sum, not grfid -m
13:15:34  <peter1138> Yeah, full md5sum.
13:16:46  <peter1138> Another problem I found is git doesn't restore timestamps, so make thinks the output is up to date when it's not.
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13:17:15  <peter1138> Hence ultimately not including these output files is (an unattainable?) good idea.
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13:23:27  <Eddi|zuHause> are you sure you didn't hit a weird config setting with git there?
13:23:43  <Eddi|zuHause> concerning the timestamps
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13:25:58  <peter1138> No, git always restores files with the current timestamp, not commit timestamp.
13:27:58  <Eddi|zuHause> i find that hard to believe
13:28:24  <frosch123> it's the expected thing
13:28:28  <TrueBrain> time to pick a believe Eddi|zuHause :)
13:28:29  <peter1138> You don't need to believe.
13:28:44  <frosch123> otherwise if you checkout an older reivision, make does nothing
13:29:18  <frosch123> all source files that change need a newer timestamp
13:29:28  <peter1138> This really reinforces "don't commit intermediate files"
13:30:01  <frosch123> Eddi|zuHause: the problem is that both the source and the intermediate file get a new timestamp
13:30:07  <frosch123> and it is luck which one is newer
13:30:12  <Eddi|zuHause> ah, right
13:31:06  <frosch123> but it is only a problem if the intermediate files were incorrect in the repo
13:31:32  <frosch123> thus you rely on others (like eints :p) committing correctly
13:31:50  <Eddi|zuHause> which they are for example in bin/baseset
13:32:28  <peter1138> Or if you just happen to git checkout bin...
13:32:39  <peter1138> After making your own changes to the sources.
13:32:59  <peter1138> This is also an issue with the local grf files.
13:33:08  <peter1138> But I'm not suggesting we don't include them, just yet :p
13:33:41  <Eddi|zuHause> so, what's actually the holdup with eints?
13:35:47  <frosch123> noone doing it? i am not aware of any real problems
13:37:05  <frosch123> eints is in some weird intermediate universe between devzone and github
13:37:45  <frosch123> Alberth: do you have an opinion whether eints should be on or or somewhere else?
13:40:11  <TrueBrain> orudge: it seems I do not have enough permissions on Azure Pipelines to install addons :(
13:40:48  <Eddi|zuHause> ah... "git update-index --assume-unchanged <file>" should work until eints is fixed :)
13:41:05  <TrueBrain> orudge: and I don't have the password for the main account :P
13:41:18  <TrueBrain> (not stored with the regular crowd, from what I can see)
13:42:52  <TrueBrain> I guess I can reset the password :D
13:47:06  <Alberth> frosch123:  hai, no special opinion, openttd seems fine to me
13:49:11  <peter1138> Probably if we rely on it, it should be in OpenTTD.
13:51:40  <Alberth> yep, I agree
13:52:07  <Eddi|zuHause> apparently you should rather use --skip-worktree instead of --assume-unchanged
13:53:35  <LordAro> i'd suggest it should be on github, given it's deployed on OTTD infrastructure
13:53:43  <LordAro> wait, was scrolled
13:53:48  <peter1138> It is on github ;)
13:53:48  <LordAro> you've already agreed that
13:53:58  <LordAro> it == eints
13:54:08  <Eddi|zuHause> the question was WHICH github
13:54:19  <LordAro> OTTD github
13:54:54  <Eddi|zuHause> i tend to agree
13:55:33  <TrueBrain> Now verifying that encryption works...
13:55:33  <TrueBrain> Not configured. Never mind.
13:55:34  <TrueBrain> lol
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13:57:02  <frosch123> well, there are three versions of eints
13:57:15  <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 updated pull request #7047: Add #6887: Highlight tiles within local authority of towns
13:57:26  <frosch123> the generic base version, and then two "forks" with ottd and devzone specific scripts and gui changes
13:57:55  <Eddi|zuHause> "we should have a unified version that covers all use cases"... aka "maka a 4th version"
13:58:24  <LordAro> it's a bit easier when all 3 versions are controlled by the same people :p
13:58:44  <frosch123> so, one repo with 3 branches: master, openttd, devzone
13:58:59  <LordAro> that feels excessively awkward to maintain
13:59:53  <LordAro> first should work out what exactly is different, what *needs* to be different, and probably add that as subfolder in the repo
14:00:58  <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #7047: Add #6887: Highlight tiles within local authority of towns
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14:01:24  <TrueBrain> S3 buckets are weird
14:01:48  <frosch123> LordAro: <- those are the ottd specific changes
14:02:21  <frosch123> reduced user interface for single project, commit scripts and commit message
14:07:34  <LordAro> mm, difficult
14:08:12  <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns
14:09:09  <andythenorth> sounds like deployment-time configuration
14:09:15  <TrueBrain> so, S3 sets Last Modified header always tothe time the file was last touched on the CDN .. which is annoying, as we normally put it on the time of release ..
14:09:16  <andythenorth> but it's been a while since I touched eints
14:09:26  <TrueBrain> andythenorth: could you look at ? :)
14:10:08  <andythenorth> I'll pull it
14:12:08  <TrueBrain> tnx :D
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14:24:25  * andythenorth pisses around upgrading pip :P
14:24:35  <andythenorth> nothing is ever just 'run this one command' :P
14:24:47  <peter1138> Oh, hmm, that's probably a bug in the RGB patch. 2CC behaves a bit weird :p
14:25:06  * glx wanted to quick fix 7050, but all mingw is broken
14:25:27  <andythenorth> where even is pip :P
14:25:32  <glx> peter1138: issue 7050 is yours btw ;)
14:26:04  <peter1138> Oh :/
14:26:11  <LordAro> glx: is that the duplicate SORT_ASCENDING declaration?
14:26:32  <andythenorth> meh python yak-shaving, that needs a gif :x
14:27:11  <glx> for mingw-w64 yes, but the other mingw is broken because -syd=c++11 defines __STRICT_ANSI__ and removes many windows specific declarations
14:27:26  <glx> *-std=c++11
14:27:27  <LordAro> interesting
14:27:38  <LordAro> i've got a small diff to fix the former, anyway
14:27:52  <glx> with -std=gnu++11 it should work
14:28:25  <LordAro> that'd be a shame
14:29:02  <andythenorth> TrueBrain: what python version do I need for
14:29:11  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro opened pull request #7057: Fix: A few minor compile warnings under MinGW
14:29:14  <LordAro> glx: ^
14:29:16  <TrueBrain> andythenorth: 3.5+
14:29:30  <andythenorth> I have 3.6 and it's failing
14:29:33  <glx> it fails for strcasecmp, strcasencmp, strdup and many more
14:29:39  <TrueBrain> andythenorth: let me check my magic ball
14:29:51  <andythenorth>
14:29:52  <TrueBrain> (in other words, be a bit more explicit about 'failing' and I might be able to help :P)
14:29:53  <glx> unlink too
14:30:04  <LordAro> glx: is there any particular advantage to maintain support for oldstyle mingw?
14:30:17  <andythenorth> Successfully installed Coroutine-0.0.2
14:30:26  <glx> probably none as it seems unmaintained anyway
14:30:26  <TrueBrain> import error on dependency .. that is .. euh .. yeah
14:30:40  <TrueBrain> andythenorth: create a new venv, and install everything in 'requirements.txt' in there
14:30:44  <TrueBrain> python -m venv venv
14:30:47  <andythenorth> it is new venv
14:30:49  <andythenorth> but yeah ok
14:30:49  <TrueBrain> venv/bin/pip install -r requirements.txt
14:30:56  <andythenorth> ooh that's a nice command
14:31:07  <TrueBrain> possibly 'python3' instead of 'python'
14:31:10  <TrueBrain> depending on your configuration
14:31:23  <LordAro> there are still some warnings that i can't fix, which annoys me
14:31:24  <andythenorth> yeah so my stupid venv doesn't have pip
14:31:26  <andythenorth> except it does
14:31:48  <andythenorth> it's right here python-3.6/lib/python3.6/site-packages (python 3.6)
14:31:54  <andythenorth> python -m pip --version
14:32:34  <andythenorth> python -m pip install -r requirements.txt  seems to play nicer
14:32:57  <TrueBrain> I never had a situation that after 'python -m venv venv', venv/bin/pip did not exist
14:33:06  <TrueBrain> it should install pip by  default
14:33:09  <andythenorth> I delete it and go again
14:33:13  <andythenorth> pip is in the standard lib now
14:33:25  <TrueBrain> but ... Mac might do things weird or something
14:33:28  <andythenorth>
14:33:33  <andythenorth> it's not a Mac python
14:33:37  <andythenorth> that would never work
14:34:00  <TrueBrain> either way, otherwise run: venv/bin/python -m pip install pip ;)
14:34:05  <TrueBrain> possibly with -U
14:34:37  <andythenorth> i go from scratch and see if I still get import errors
14:34:39  <TrueBrain> btw, for those who care: I renamed OpenTTD-CF to CompileFarm
14:34:47  <andythenorth> one day python might work
14:35:26  <TrueBrain> I use Python 3.6.6 and Python 3.7.something, both work
14:36:04  <andythenorth> meh, it's ignored the frigging env and put them in my python site-packages dir
14:36:07  <andythenorth> I hate this crap
14:36:14  * andythenorth biab after fixing it
14:36:32  <TrueBrain> 2 ways:
14:36:37  <TrueBrain> always use venv/bin/python
14:36:38  <TrueBrain> or
14:36:42  <TrueBrain> source venv/bin/activate
14:36:54  <andythenorth> I always use activate
14:36:54  <TrueBrain> in both cases, it should leave your global python installation behind
14:38:22  <andythenorth> I won't give running commentary, we don't need that :(
14:38:41  <TrueBrain> if I can help, let me know :)
14:38:55  <andythenorth> I have a very specific python setup
14:38:57  <andythenorth> you won't like it
14:39:08  <andythenorth> we have to have everything from 2.4 through to 3.6 for work
14:39:13  <TrueBrain> best thing about virtualenvs in Python, that your main setup doesn't really matter :P
14:39:30  <TrueBrain> I myself have a Python installed, from which I bootstrap my other Pythons, as the system Python is foobar :D
14:39:50  <TrueBrain> I even have a venv with both Windows and Linux in it
14:39:54  <TrueBrain> sharing the love
14:41:31  <milek7>
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14:42:23  <TrueBrain> hmm .. 88GB to upload to the CDN
14:42:29  <TrueBrain> how am I going to do this in the most clever way :P
14:42:44  <Eddi|zuHause> carrier pidgeon
14:43:09  <andythenorth> ok so sometimes 3.6 doesn't include pip
14:43:12  <andythenorth> super awesome
14:43:16  <Eddi|zuHause> because we all know writing to a USB stick is the fastest operation ever
14:43:34  <TrueBrain> andythenorth: python -m virtualenv sometimes helps
14:43:37  <TrueBrain> or virtualenv itself
14:43:41  <TrueBrain> (all 3 different packages)
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14:43:53  <glx> Eddi|zuHause: floppy discs ;)
14:43:54  <Samu> hi
14:44:16  <Eddi|zuHause> glx: good luck attaching 88GB worth of floppydisks to a carrier pidgeon :p
14:44:46  <Eddi|zuHause> @calc 88*2**20/1440
14:44:46  <DorpsGek> Eddi|zuHause: 64079.6444444
14:44:48  <TrueBrain> hmm .. I have to jump two hops .. hmmm
14:45:01  <Eddi|zuHause> it's only 64080 floppies
14:45:15  <andythenorth> ah fuck it I rebuild python
14:45:30  <Samu> is this worth fixing? that 'r' is uint, but imo should be int
14:45:33  <LordAro> glx: i added lots of nice comments to the PR :)
14:45:44  <LordAro> Samu: not on its own, probably
14:46:41  <Samu> r = 50 - 80 becomes a big number, not negative
14:47:20  <andythenorth> will python build in less than 1 hour? :P
14:47:31  <andythenorth> let's see
14:47:42  <TrueBrain> do I want to know ....
14:48:11  <Eddi|zuHause> i don't think so
14:48:54  <Eddi|zuHause> andy might be this person
14:49:29  <Eddi|zuHause> or this one
14:50:11  <LordAro> Samu: except that it's + 80 - 80
14:50:12  <andythenorth> python is broken, rebuilding is the only option
14:50:45  <andythenorth> or I could paste some commands from SO
14:50:55  <andythenorth> that curl pip from...who knows where
14:51:00  <andythenorth> and then run them with sudo probably
14:51:35  <glx> negative numbers are big unsigned numbers
14:52:38  <andythenorth> yum python build failed
14:52:56  <andythenorth> 403
14:53:16  * andythenorth gives up and uses TrueBrain's zip
14:53:26  <andythenorth> python is absolutely the worst programming environment I ever use
14:53:52  <TrueBrain> that is why I love Docker andythenorth :)
14:53:57  <TrueBrain> it kinda solves that issue
14:54:12  <andythenorth> the punchline is that python is pretty much the only programming environment I use :P
14:55:13  <Samu> no, LordAro, r is a random number from 0 to 255
14:55:19  <Eddi|zuHause> i think it should be safe to make that an int
14:55:30  <Samu> sometimes only r - 80 happens
14:56:06  <Eddi|zuHause> you shouldn't do r-=80 on an uint, if you haven't made sure that it's >=80
14:56:17  <Eddi|zuHause> which it isn't
14:56:28  <Xaroth> How did you break python, andythenorth?
14:56:29  <TrueBrain> andythenorth: I am guessing, but: docker run --rm -it -v "$(pwd)":/workdir --user $(id -u):$(id -g) python:3.6-alpine /bin/sh
14:56:37  <TrueBrain> that should give you a working Python 3.6
14:56:39  <LordAro> that GB call changes things though, doesn't it?
14:56:49  <TrueBrain> cd /workdir && python
14:56:52  <TrueBrain> should work from there
14:56:59  <TrueBrain> no guarantees; might blow up your machine etc etc
14:57:01  <LordAro> oh no, i see
14:57:05  <LordAro> carry on
14:57:08  <andythenorth> thanks...but then I invalidate support for my job :D
14:57:17  <andythenorth> we have a specified method for python
14:57:38  <andythenorth> Xaroth: I made a virtualenv
14:57:48  <TrueBrain> andythenorth: that docker command leaves zero traces behind :P
14:57:55  <Eddi|zuHause> it flips a coin, then it skews that coin flip in one or the other direction
14:58:00  <TrueBrain> it only gives you that python till you close the shell :P
14:58:07  <andythenorth> clever
14:58:12  <TrueBrain> that is what Dockers are for
14:58:23  <andythenorth> the zip is nice too :P
14:58:27  <TrueBrain> :F
14:58:28  <TrueBrain> :D
14:58:28  * andythenorth is looking at the downloads page
15:00:26  * andythenorth sidetracked
15:00:33  <andythenorth> where is the official download for pip? :P
15:00:49  <andythenorth> not some random dude on SO with a fork
15:01:03  <andythenorth> is pypi dead yet?
15:01:08  <Xaroth>
15:01:55  <Eddi|zuHause> $fvrtpkgmgr install pip
15:02:27  <andythenorth> wrong answer Eddi|zuHause, that gets me outside of support for work :P
15:03:07  <andythenorth> soon we will be off python2.4
15:03:08  <Eddi|zuHause> your work tells you to make things more complicated than necessary?
15:03:13  <andythenorth> we have no choice
15:03:14  <Xaroth> 2.4?!?!?
15:03:25  <andythenorth> we have 2.4, 2.7, and various 3
15:03:37  <andythenorth> we are close to killing 2.4
15:04:16  <andythenorth> ha ha, I now have a not broken python3.6 env
15:04:22  <Xaroth> 2.4 has been out of support for over a decade O_O
15:04:27  <andythenorth> I am very aware
15:05:02  <andythenorth> but if you're on Plone 3 with no migration path, it's a huge upgrade to 2.7
15:05:09  <andythenorth> like 18 months work
15:05:33  * Xaroth shudders
15:05:45  <andythenorth> I had to live through it
15:06:09  <Xaroth> I feel sorry for you.
15:06:48  <andythenorth> IT'S NEARLY OVER
15:07:18  <andythenorth> "which pip"
15:07:19  <andythenorth> "OpenTTD-website.andythenorth/env/bin/pip"
15:07:20  <andythenorth> that's better
15:07:30  <andythenorth> somebody broke how virtualenv works
15:07:43  <Xaroth> but by the time your migration to 2.7  is done, 2.7 will be out of support :P
15:07:44  * andythenorth used the old one
15:08:18  <andythenorth> 2.7 to 3 isn't so bad
15:09:18  <Samu> wow
15:09:37  <Samu> it was uint r since svn r1
15:09:38  <Samu>
15:11:06  <Samu> im touching code that has never been touched in the last 15 years
15:11:11  <Samu> funny
15:11:11  <nnyby> ^_^
15:11:29  <nnyby> wow
15:11:40  <andythenorth> TrueBrain: I'm sure you'll be excited, I fixed python :P
15:12:26  <TrueBrain> I will be if you approve my PR :P
15:12:27  <TrueBrain> :D
15:12:38  <andythenorth> I switched to 3.7, script works
15:12:49  <andythenorth> I have some crap version of 3.6 where it fails
15:13:24  <Samu> i notice it doesn't support 90 degrees
15:13:32  <Samu> the forbidding of 90 degrees
15:13:55  <andythenorth> forbidding 90 degrees for ships is clown shoes
15:15:27  <Xaroth> Hey, I can't help it I have large feet, andythenorth.
15:15:34  <Xaroth> no need to call them clown shoes!
15:15:39  <andythenorth> :D
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15:18:03  <Eddi|zuHause> i vote for removing the "disallow 90° for ships", and instead allow continuing on other trackbits on the same tile (effectively allowing 360° turns on tile borders)
15:18:46  <Eddi|zuHause> that should prevent a bunch of "ship is stuck" problems
15:19:00  <andythenorth> +1
15:23:27  <peter1138> I have a patch for that
15:26:09  <Eddi|zuHause> PR or it didn't happen
15:26:12  <Xaroth> ^
15:27:14  <DorpsGek_II> [OpenTTD/website] andythenorth approved pull request #17: Add: lookup the description based on the extension
15:28:11  <andythenorth> at some point PRs are going to overhaul issues, in the racing sense of overhaul
15:28:21  <andythenorth> 34 v 96
15:28:47  <Eddi|zuHause> "we now have more solutions to problems than problems"?
15:29:06  <andythenorth> in some cases yes
15:29:09  <andythenorth> competing approaches :)
15:29:19  <peter1138>
15:29:22  <peter1138> Heh, May 2018 :p
15:29:50  <andythenorth> probably ripe now
15:29:53  <andythenorth> nicely
15:30:10  <peter1138> Hmm, is there still an OPF for ships?
15:30:22  <andythenorth> didn't you delete it?
15:30:54  <peter1138> Hrmm, not sure why it touches yapf_road.
15:31:11  <peter1138> I guess that..
15:31:16  <peter1138> No, I dunno.
15:32:37  <Eddi|zuHause> i thought we only made yapf the default
15:33:12  <peter1138> Can we not just remove non-Yapf?
15:33:18  <Eddi|zuHause> peter1138: but that patch only adresses the first half of my request, not the "allow turning into a trackbit on the same tile"
15:33:19  <peter1138> Hasn't it proven itself yet?
15:33:39  <Eddi|zuHause> people citing fringe cases...
15:33:46  <Eddi|zuHause> no idea
15:34:02  <peter1138> Hmm, other trackbits that don't actually connect?
15:34:03  <Samu> forbid 90 deg helps pathfinders search less tracks, but may also make it harder to build canals inland
15:34:14  <Eddi|zuHause> no..
15:34:25  <Eddi|zuHause> assume you come from a track bit to a tile border
15:34:35  <Eddi|zuHause> pathfinder checks the 3 connecting trackbits on the next tile
15:34:54  <Eddi|zuHause> but for ships it might also check the 3 trackbits on this tile (including the one we just came from)
15:35:13  <peter1138> Hmm.
15:35:17  <peter1138> Autoreversing.
15:35:56  <Eddi|zuHause> peter1138: there were cases where a ship got stuck on a diagonal trackbit, because an industry got built blocking both entrances of that trackbit
15:36:03  <peter1138> Sure
15:36:10  <Eddi|zuHause> peter1138: if this reversing could happen, it could choose a different exit of that tile
15:36:21  <Eddi|zuHause> by switching trackbits
15:36:45  <peter1138> Maybe allow that only if there are no connecting track bits on the neighbouring tile.
15:36:58  <frosch123> andythenorth: original pathfinder is gone for trains and rv
15:37:00  <Eddi|zuHause> i don't see a reason for that restriction
15:37:02  <Samu> i made a patch request for that Eddi|zuHause
15:37:05  <frosch123> it's still there for ships
15:37:34  <peter1138> Because allowing all bits always is more expensive, as Samu pointed out.
15:38:23  <Eddi|zuHause> maybe allow all bits only on the origin tile of the pathfinder request, assume deeper in the pathfinder there are always better paths
15:38:24  <Samu> Eddi|zuHause
15:38:43  <andythenorth> when is NPF deprecated? o_O
15:38:55  <Samu> when an industry builds on water, this check is checked
15:39:15  <Samu> basically it makes ship behave like they're 3 tiles wide
15:39:23  <Samu> for construction purposes
15:40:48  <frosch123> it's needed everytime yapf desyncs
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15:45:40  <DorpsGek_II> [OpenTTD/website] TrueBrain merged pull request #17: Add: lookup the description based on the extension
15:45:44  <TrueBrain> tnx andythenorth
15:45:53  <andythenorth> nearly done?
15:45:55  <LordAro> peter1138: i would not be opposed to removing !YAPF
15:46:27  <LordAro> iirc, OPF got left in for ships because YAPF was horribly slow at ships, but that got fixed
15:46:45  <frosch123> LordAro: problem with removing yapf is that only michi understands it
15:46:47  <Eddi|zuHause> now it's just slow, not horrible? :p
15:46:53  <frosch123> npf otoh is really easy to maintain
15:47:23  <frosch123> so, if you want to go for a single pf, i would prefer to remove !NPF :p
15:47:24  <TrueBrain> we should collect statistics of what people are using :P
15:47:32  <andythenorth> don't rivers use one of them to generate? o_O
15:47:55  <frosch123> TrueBrain: people obviously use the default, that's easy
15:48:02  <TrueBrain> fair :D
15:48:09  <andythenorth> frosch123: which of the built-in economies is the stupid one?
15:48:15  * andythenorth wonders about removing that
15:48:41  <frosch123> how about focusing on broken stuff, instead of trying to break working stuff?
15:48:49  <andythenorth> I just like fire
15:49:10  <LordAro> frosch123: but YAPF is so much better?
15:49:18  <andythenorth> fire is so very cleansing
15:49:23  <frosch123> LordAro: not for maintainers :p
15:49:41  <peter1138> yapf isn't that bad, when you realised it's based on templates.
15:49:50  * andythenorth deletes some Horse stuff
15:49:51  <andythenorth> didn't work
15:50:05  <andythenorth> not even committed, no way to get it back now ::)
15:50:33  <Samu> im gonna try make forbid 90 deg work on OPF
15:50:44  <andythenorth> why?
15:50:48  <andythenorth> actually nvm
15:50:57  <andythenorth> reasons aren't reasons
15:51:07  <Samu> unless you really are going to remove it for ships
15:51:26  <LordAro> Samu: ultimately, original is ...old
15:51:33  <LordAro> if it's broken, it shouldn't be fixed
15:51:42  <Samu> orly?
15:51:44  <LordAro> depending on how broken it is
15:52:01  <LordAro> or rather, you shouldn't be trying to make it better
15:52:06  <DorpsGek_II> [OpenTTD/OpenTTD] gregcarlin commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
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16:01:15  <Samu> plz help me summarize this into a code comment
16:01:26  <Samu> i'm afraid it's gonna be too long if I do it
16:01:45  <Samu> english
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16:05:34  <LordAro> Samu: not knowing much about it at all, how does "The tile where the ship actually "enters" the depot is the north tile. Ship depots are also valid water tracks for ships from any company, unlike the other depot types, so the pathfinder has to do a "blind" search for a tile that matches these conditions." sound?
16:06:17  <Samu> sounds long
16:06:44  <LordAro> comments don't have to be short
16:06:49  <Samu> and doesn't explain why I'm doing the change to be this way
16:07:09  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7058: Fix #7050: Missing guards around network chat message functions for compiling with networking disabled
16:07:12  <LordAro> comments should explain *why* the code is doing what it is
16:07:42  <LordAro> it shouldn't explain what it is doing (that's in the code) nor why code was changed (that's for commit messages)
16:08:13  <Samu> pathfinders before never did the blind search
16:08:28  <Samu> the depot tile was given to them directly
16:08:34  <Samu> meh, it's becoming long again
16:09:07  <glx> oh make depend fails /bin/sh: D:/developpement/GitHub/glx22/OpenTTD/objs/release/depend.exe: Argument list too long
16:09:57  <glx> that explains why modifying a header didn't trigger recompile
16:10:28  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size.
16:10:41  <LordAro> glx: that's exciting
16:11:17  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7058: Fix #7050: Missing guards around network chat message functions for compiling with networking disabled
16:12:29  <Eddi|zuHause> so, what's the policy on multi-commit PRs? squash them? make sure every revision builds individually? (CI doesn't seem to do that)
16:12:41  <peter1138> Gah, bloody Phantoms. They're so lethal :-(
16:12:59  <LordAro> peter1138: F
16:13:11  <LordAro> Eddi|zuHause: rebase by preference, unless there's clearly no need for the extra commits
16:13:13  <peter1138> Down to 3 xp :
16:13:33  <LordAro> i wouldn't say there's any great need to test every revision
16:13:37  <LordAro> just by eye
16:13:40  <Eddi|zuHause> LordAro: i don't understand what that means
16:14:03  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro updated pull request #7057: Fix: A few minor compile warnings under MinGW
16:14:04  <LordAro> Eddi|zuHause: which bit? :p
16:14:26  <Eddi|zuHause> "<LordAro> Eddi|zuHause: rebase by preference, unless there's clearly no need for the extra commits" <-- this
16:14:49  <Eddi|zuHause> LordAro: the original was 5 patches, i made 5 separate commits out of those
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16:15:56  <Eddi|zuHause> LordAro: but when i tried to compile just the first patch, it didn't compile
16:16:04  <peter1138> I tend to do merge commits on my own repos, means my local branches can be 'safely' deleted.
16:16:15  <peter1138> But I guess that would get messy.
16:16:31  <LordAro> Eddi|zuHause: trickier when it's not your patch, i guess
16:16:50  <LordAro> i'd definitely recommend trying to make it compile
16:17:03  <Eddi|zuHause> LordAro: the question is, relocate stuff between patches until the queue works at every stage, or just squash everything
16:17:33  <LordAro> that's ultimately up to you, but individual commits are easier to review, and it is quite a large number of changes
16:18:11  <Eddi|zuHause> there's also a savegame bump in there, and changes related to savegames in separate patches of the queue
16:19:30  <LordAro> oh, this isn't #7051, is it?
16:21:01  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7058: Fix #7050: Missing guards around network chat message functions for compiling with networking disabled
16:23:07  <glx> LordAro: custom OTTDxxx in os_abstraction.h are no longer needed
16:23:33  <glx> I commented the whole else block and it compiled fine
16:23:39  <LordAro> ah, well that makes it a lot easier
16:23:51  <Samu> It's not worth caching the result with NPF_FLAG_IS_TARGET
16:24:02  <Samu> what is this FLAG, where is it
16:24:19  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7058: Fix #7050: Missing guards around network chat message functions for compiling with networking disabled
16:24:20  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7058: Fix #7050: Missing guards around network chat message functions for compiling with networking disabled
16:24:41  <peter1138> Erm...
16:24:59  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7058: Fix #7050: Missing guards around network chat message functions for compiling with networking disabled
16:25:15  <Samu> if I can speed up NPF ship depot checking, then it's worth investigating what this NPF_FLAG_IS_TARGET is all about
16:29:47  <peter1138> Hmm, one image per sprite, or one sprite sheet per logical grouping?
16:30:25  <peter1138> At least, in the GUI stuff.
16:32:39  <Samu> isn't fibonnacy queue faster for pathfinders?
16:32:47  <Samu> than binary
16:32:59  <glx> logical grouping I'd say
16:33:51  <glx> even if one per sprite is better for vcs
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16:36:28  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6928: Fix #5713: Use pathfinder to find closest ship depot
16:40:35  <andythenorth> logical grouping peter1138
16:40:45  <andythenorth> I looked yesterday, there are a few obvious groups
16:40:52  <andythenorth> e.g. there's some autorail and depot stuff
16:40:56  <andythenorth> some glyphs
16:41:05  <andythenorth> a load of groups icons
16:41:54  <andythenorth> looks like there's icons for window chrome
16:42:58  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro updated pull request #7057: Fix: A few minor compile warnings under MinGW
16:45:15  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas opened issue #7059: Town name language choice affects number of towns / world population
16:50:12  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7058: Fix #7050: Missing guards around network chat message functions for compiling with networking disabled
16:50:24  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7058: Fix #7050: Missing guards around network chat message functions for compiling with networking disabled
16:50:28  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro closed issue #7050: Compiling with --disable-network yields error
16:51:10  * andythenorth drives from London to Newcastle
16:51:11  <andythenorth> and back
16:52:15  <LordAro> pretty sure #7059 is a duplicate of #6640
16:53:30  <nnyby> it's similar, but #6640 doesn't mention how town name language affects the number of towns as well as world size
16:54:06  <LordAro> indeed, the suggested patch isn't a complete fix by any means
16:54:18  <LordAro> but the issue is ultimately the same
16:54:40  <LordAro> i'll probably close the older issue anyway
16:55:05  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #6640: Less towns than set in menu
16:55:06  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro closed issue #6640: Less towns than set in menu
17:13:45  <nnyby> true
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17:28:36  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth approved pull request #7056: Change #6060: Allow drawing dropdown lists with scrollbars above and fix scrolling movement
17:29:02  <andythenorth> hmm, I didn't actually review the code style there
17:29:53  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth dismissed a review for pull request #7056: Change #6060: Allow drawing dropdown lists with scrollbars above and fix scrolling movement
17:30:13  <andythenorth> ^ anyone want to review that ^
17:30:15  <andythenorth> nice fix
17:30:47  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6078: Orders: it does not jump order by remaining lifetime
17:31:36  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6155: Vehicles are sometimes incorrectly shown as refittable
17:35:43  <Samu> just found a bug with NPF
17:36:34  <Samu> manual sending a ship to enter depot right after leaving it, makes it reverse 180 degrees
17:36:44  <Samu> doesn't happen with opf or yapf
17:37:28  <Samu> also happens in 1.8.0
17:42:24  <Samu> ah i see why, reverse penalty cost is 0
17:44:45  <peter1138> Bah, the clicky wheel button on my mouse no longer makes the wheel clicky :(
17:45:09  <LordAro> oh no
17:45:54  <Samu> hmm, no, actually the problem is deeper
17:47:56  <glx> andythenorth: can you add a . between find and -type at and try it on your system ?
17:51:05  <Samu> npf pathfinding to a tile where the vehicle is at the moment will make it return INVALID_TRACKDIR. For ships that means it will reverse
17:51:31  <Samu> it shouldn't do this
17:51:41  <andythenorth> glx: this is for ?
17:52:04  <Samu> it should walk a 180 turn and come back to the tile
17:52:06  <glx> yes but you can test it in master too
17:52:35  <Samu> pathfinder pretty much refused to pathfid
17:52:37  <peter1138> K, this is classy, I decided to light up my minecart track with... jack-o-lanterns :p
17:52:55  <andythenorth> peter1138: that's the default approach
17:53:12  <andythenorth> I had to build one like that once
17:53:18  <andythenorth> on demand :P
17:53:18  <glx> and torches on only one side in the caves
17:53:23  <andythenorth> yes that too
17:53:24  <peter1138> Is it? I've never done that.
17:53:33  <andythenorth> I guess you're not 5
17:53:35  <andythenorth> probably
17:53:37  <peter1138> Yeah, always done that. I want to avoid torches down the minecart tunnels though.
17:53:50  <andythenorth> illuminate them with TNT
17:54:09  <andythenorth> I could never take minecraft seriously, I just used to set fire to everything
17:54:14  <glx> use creepers if you want to destroy stuff ;)
17:55:37  <andythenorth> glx runs now for me, it's pretty angry about L54 tho
17:55:38  <andythenorth> ./../ line 54: [: -eq: unary operator expected
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17:57:04  <peter1138> Creepers tend to just destroy me.
17:57:18  <peter1138> I've put on the full diamond armour now, although the enchantments are crap because, well, I died.
17:57:21  <andythenorth> TNT them
17:57:41  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened issue #7060: NPF refuses to pathfind when the destination tile is the same as where the vehicle currently is
17:58:09  <peter1138> Why should it pathfind in that case?
17:58:30  <Samu> because there's tracks ahead of the ship
17:58:41  <andythenorth> you don't need to pathfind if you're on the tile
17:58:46  <andythenorth> that makes sense no?
17:58:56  <Samu> erm, how to explain
17:59:02  <glx> andythenorth: add " around the backquoted stuff before -eq and replace -eq with =
17:59:26  <Samu> ship is in tile and moving at direction NE
17:59:38  <glx> the -eq is not present in master btw
18:00:08  <Samu> now it's ordered to go to the same tile, when the ship reached the end of the tile, it does a 180 turn, now moving SW
18:00:09  <glx> looks like a change I shouldn't have made ;)
18:00:36  <Samu> the other pathfinders will make the ship walk a few tiles outside to make the turn
18:00:52  <andythenorth> glx: seems pretty happy after those changes
18:01:06  <glx> good, I'll add them to the PR
18:01:18  <andythenorth> the ship is told to reverse no?
18:01:21  <Samu> the bad behaviour is the reversal when the path isn't block
18:01:23  <andythenorth> NE is the opposite of SW?
18:01:33  * andythenorth probably lacks context but nvm
18:01:34  <Samu> meh i fail at explaining
18:01:47  <Samu> let me draw something, brb
18:01:47  <peter1138> make image
18:01:50  <glx> I guess you got only "generating ..." lines and no "updated" nor "deleted"
18:04:43  <Samu>
18:04:48  <Samu> that is a ship
18:05:14  <Samu> the other pathfinders will walk that path when told to go to the same place the ship is
18:05:15  <Xaroth>  Looks a bit like a train
18:05:37  <Samu> npf however will make the ship reverse at the end of the tile, doesn't walk
18:07:08  <andythenorth> why do they need to walk around?
18:07:14  <andythenorth> just reverse the ship
18:07:25  <Samu> because that's "good behaviour"
18:07:31  <Samu> dunno what else to say
18:08:33  <andythenorth> seems a bit pointless polishing a dead pathfinder :P
18:08:54  <Samu> it's kinda the same as if it was a train or a road vehicle, reversing when there's tracks ahead looks ugly
18:13:02  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7031: Add: squirrel_export.vbs
18:14:08  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7031: Add: squirrel_export.vbs
18:18:52  <DorpsGek_II> [OpenTTD/OpenTTD] JGRennison commented on issue #6470: Link graph job thread-join schedule changes
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18:26:37  <peter1138> Not for ships.
18:26:40  <DorpsGek_II> [OpenTTD/OpenTTD] JGRennison commented on issue #6472: Cargodist: various link graph performance improvements
18:26:46  <peter1138> Ships can actually turn on the spot, trains can't.
18:27:00  <peter1138> Also, I have a patch that makes ships turn slowly of instantly.
18:30:39  <Samu> at the very least, the behaviour is inconsistent with the other pf's
18:30:54  <peter1138>
18:31:45  <Samu> english :/
18:32:06  <peter1138> s/of/instead of/
18:32:25  <andythenorth> peter1138: delete ships!
18:32:27  <andythenorth> oops no
18:32:32  <peter1138> Uh...
18:32:33  * andythenorth did it wrong
18:32:40  <andythenorth> peter1138: make ships great again!
18:32:41  <andythenorth> there
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18:36:42  <Samu> let me see what happens to ships going to 1 buoy only
18:38:19  <Samu> yep
18:38:35  <Samu> npf is the one with the reversal behaviour
18:38:39  <Samu> looks bad~
18:40:33  <Samu> the only one*
18:54:59  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #6470: Link graph job thread-join schedule changes
18:55:45  <Samu> 		cost +=; // A small penalty for going over buoys
18:56:05  <Samu> why the cost for going over buoys is a penalty?
18:56:17  <Samu> should be neutral~
18:56:49  <LordAro> i imagine that the buoy operator would be fairly annoyed if you ran over it with a ship :p
18:57:37  <Samu> it could even be a bonus
18:57:51  <Samu> but ppl might abuse buoys
18:57:54  <Eddi|zuHause> manned buoys... great idea
18:58:39  <LordAro> Samu: gameplaywise, i do agree with you, buoys shouldn't affect pathfinding at all
18:58:43  <LordAro> you could make that a PR :)
19:01:03  <Samu> must investigate what's the current cost first
19:03:53  <Samu> 200
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19:04:58  <Samu> hmm but why
19:05:17  <Samu> there had to be a reason someone made it a penatly
19:05:42  <andythenorth> stop ships over-running bouys?
19:05:45  * andythenorth guesses
19:10:28  <Samu> - Add: [NPF] Ships get a penalty for going over buoys now, so they will try to go around.
19:10:32  <Samu> found the reason
19:10:48  <Samu> for "realistic" purposes
19:10:51  <Samu> :o
19:10:57  <LordAro> ha
19:11:24  <Eddi|zuHause> andythenorth: that only works if you move buoys to tile corners
19:12:11  <Eddi|zuHause> or enforce that buoys use a 3x3 area
19:13:51  <Samu> guess there's no need for a PR
19:14:09  <Samu> there is a game setting for it, can be edited to 0
19:17:40  <andythenorth> is it nap time?
19:17:49  <TrueBrain> andythenorth: YES!
19:17:56  <andythenorth> we stayed up late
19:17:58  <andythenorth> closing PRs
19:18:03  <TrueBrain> did it help?
19:18:04  <andythenorth> then I woke up early
19:18:55  <andythenorth> TrueBrain: you should leave encouraging comments
19:18:57  <andythenorth> on the older PRs
19:19:04  <TrueBrain> YOU CAN DO IT
19:19:07  <peter1138> You do it :D
19:19:07  <TrueBrain> COME ON, ALMOST THERE
19:19:18  <andythenorth> peter1138 has the oldest
19:19:23  <andythenorth>
19:19:26  <andythenorth> current winner
19:19:35  <andythenorth> Samu has the most
19:19:43  <andythenorth> and also the most esoteric
19:22:00  <TrueBrain> <- shall we close it? I think we can better focus on cmake support, than extending the current system further :P
19:22:39  <nielsm> hm well adlib.cpp compiles without warnings or errors, but it's still massively incomplete
19:22:44  * peter1138 updates 6784
19:23:04  <peter1138> Do we need adlib support?
19:23:24  <nielsm>  :D
19:23:26  <LordAro> peter1138: do we need cargodist?
19:23:27  <LordAro> :p
19:23:31  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6784: Ship cpu hog workaround for #6145
19:23:35  <peter1138> Yes, I use cargodist.
19:23:36  <Eddi|zuHause> do we "need" anything?
19:23:46  <nielsm> (exactly the result I expected)
19:23:53  <peter1138> But if you have original_dos or original_tto support, is original_adlib necessary?>
19:23:59  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on issue #5881: Allow separate compilation (objdir != srcdir)
19:24:00  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain closed issue #5881: Allow separate compilation (objdir != srcdir)
19:24:10  <LordAro> random question, is STR_COLOUR_RANDOM used anywhere?
19:24:26  <peter1138> Yes, it's used when setting your default company colour preference.
19:24:31  <DorpsGek_II> [OpenTTD/OpenTTD] JGRennison commented on pull request #6917: Fix iconv and clang version detection on OSX
19:24:32  <Eddi|zuHause> that would be my question as well, is the music really any different from the music?
19:24:36  <peter1138> It was recently added.
19:24:57  <nielsm> the adlib soundtrack is different in instrumentation, but right now I'm just doing this because I've wanted to do it for a long time
19:25:07  <nielsm> I agree it's largely superfluous
19:26:02  <Eddi|zuHause> i should maybe look for my copy of TTO
19:26:15  <nielsm> the music format looks much like the format in, but it's not quite the same
19:26:45  <nielsm> for one thing, each song header contains a list of extra instrument definitions in addition to the 17 built-in programs
19:27:11  <nielsm> so the adlib format can technically program the synthesizer rather flexibly
19:27:33  <LordAro> peter1138: so it was
19:28:00  <nielsm> (you could argue that with sysex you can also program a good hardware synth rather flexibly via standard midi, except most people won't have those hardware synths)
19:29:55  <Eddi|zuHause> nope, can only find old TTDP installations
19:30:23  <Eddi|zuHause> and i don't have any FDD drives available
19:30:30  <Eddi|zuHause> to go through my old disks
19:30:45  <Eddi|zuHause> which probably aren't readable anymore anyway
19:31:54  <TrueBrain> andythenorth: possibly good to keep a few of those "good first issue", despite them being stale
19:32:02  <TrueBrain> some really are trivial, and a good way to get started with OpenTTD
19:32:06  <nielsm>  <-- TTDXDEMO.ZIP from my TTO+WE cdrom
19:32:08  <TrueBrain> not sure .. just spitting out a random idea :P
19:32:29  <nielsm> (yes that demo with only toyland playable and just one or two maps)
19:32:43  <nielsm> (but it does have the full music collection)
19:32:54  <Eddi|zuHause> i had a TTO demo once
19:33:01  <Eddi|zuHause> on a CD
19:33:18  <Eddi|zuHause> which i maybe still have
19:33:26  <Eddi|zuHause> but i'm not going to look for it
19:33:35  <peter1138> I think I still have a few mid-90s compilation CDs from magazines.
19:35:19  <andythenorth> TrueBrain: yeah I applied stale pretty liberally, but 'good first issue' is good for new contributors
19:35:20  <andythenorth> obvs
19:38:31  <andythenorth> so this is the last stale FS patch
19:38:44  <andythenorth> it escalates from 'scroll fix' to 'tile height refactor'
19:38:48  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #6917: Fix iconv and clang version detection on OSX
19:39:47  <peter1138> Hi
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19:42:39  <Eddi|zuHause> "warning: refname '6583' is ambiguous." ... uhm...
19:42:57  <andythenorth> conflates with a PR? :P
19:43:02  <andythenorth> this a thing or not?
19:43:12  <andythenorth> nice number, 5999 is pleasing shape
19:43:25  <Eddi|zuHause> i named the branch like that, but it is probably the beginning of an existing hash
19:45:00  <Eddi|zuHause> no idea why it didn't properly apply
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19:46:51  <Eddi|zuHause> ah, i think comment changed
19:47:57  <Samu> damnit, debug mode is too slow for 5000 ships
19:48:15  <peter1138> heh
19:48:29  <andythenorth> can we PR this?
19:48:33  <andythenorth> seems the nice
19:49:51  <andythenorth> patch fails :|
19:49:58  <Eddi|zuHause> they do that sometimes
19:50:04  <andythenorth> so they do
19:50:59  <andythenorth>
19:51:22  <peter1138> Strange diff format :p
19:51:28  <andythenorth> don't really understand.rej
19:51:35  <andythenorth> seems to have not information
19:52:45  <Eddi|zuHause> try "patch --merge"
19:52:46  <andythenorth>
19:53:10  <Eddi|zuHause> puts the rejected/conflicted sections in the code with <<<<< ===== >>>> markers
19:53:21  <andythenorth> seems my patch doesn't have --merge
19:53:54  <andythenorth> looks like just formatting, and add one line?
19:55:26  <andythenorth> meh, those aren't the failed hunks
19:57:33  <Eddi|zuHause> great, another comment conflict
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20:00:54  <Samu> experimenting no random track choice for opf, see how much it affects performance
20:03:56  <Samu> strange, i expected better performance, i get the opposite
20:04:10  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z opened pull request #7061: Fix #6583: Rework Tileheight handling (patch by adf88)
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20:06:44  <Samu> wow fast forward is ultra mega fast now
20:06:45  <Samu> good job
20:06:53  <peter1138> Is it? o_O
20:07:26  <Samu> 1 year is 1 second
20:07:32  <Samu> at fast forward
20:07:47  <Eddi|zuHause> is what it?
20:07:49  <Samu> on tiny map size
20:08:22  <Samu> 9999 frames per sec, i like
20:08:40  <nielsm> :D
20:08:46  <peter1138> You can speed it up further if you really want.
20:08:46  <nielsm> it loads the index of a song now, at least
20:08:53  <nielsm> then on to actually playing it
20:09:20  <peter1138> < undo that commit
20:09:28  <Samu> let me test fast forward on 4k maps
20:09:44  <peter1138> Will probably not be much different from before.
20:09:58  <nielsm> peter1138 I'm going to squash things before proposing a PR :P
20:10:30  <peter1138> Ok, you added the OPL emulator. I'm interested now :p
20:10:45  <peter1138> That's a lot of code for a frivolous feature, mind you.
20:11:24  <peter1138> Damn, my Linux VM has no audio :(
20:11:28  <Eddi|zuHause> why is windows build taking so much longer than linux?
20:12:20  <Samu> 75 fps on 4kx4k
20:12:26  <Samu> expected better :(
20:12:46  <Samu> 14 ms world ticks
20:13:02  <peter1138> 4kx4k is limited by tick processing time, not graphics.
20:14:39  <Eddi|zuHause> skimming through that patch queue i wonder if the first "remove unused functions" patch really should be the first
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20:22:19  <peter1138> Yeah probably not.
20:25:55  <glx> Eddi|zuHause: optimisations
20:26:10  <glx> and it's the linking phase that takes time
20:26:19  <glx> for debug builds it's the oposite
20:26:20  <nielsm> ugh the hardest problem in making this adlib decoder/player is probably to correctly synchronize the music ticks with pcm sample output
20:26:51  <glx> oh and file accesses are slow as hell on windows too
20:27:52  <andythenorth> hmm someone crashed into a van in ETS, and it wasn't me
20:27:54  <andythenorth> random
20:28:14  <glx> nielsm: realtime timer in the music thread
20:28:39  <andythenorth> all the cars in ETS 1, I have either owned, or lived with someone who has
20:28:47  <andythenorth> probably means I have to buy a truck next :P
20:29:27  <andythenorth> oof why is the in-game cursor sprite so laggy in ETS1?
20:29:36  <nielsm> glx, I'm not sure I can thread this
20:29:52  <nielsm> since I'm bound to the game's mixer callback to render the music
20:30:07  <nielsm> gives me a buffer and expects me to fill it completely
20:30:29  <nielsm> and that buffer can be quite long, I think often 8192 samples on windows
20:30:58  <peter1138> Isn't the mixer callback already threaded?
20:31:08  <glx> but the buffer filling has to be threaded anyway
20:34:43  <nielsm> the OPL emulator fills the PCM buffer it's given with sound generated for whatever register settings it has at the time of the buffer fill call, i.e. time only advances for the emulator when it's told to generate some samples
20:35:44  <nielsm> so I have to read some music commands, fill in OPL registers, determine delay until next batch of commands, generate samples for that delay, and repeat
20:35:50  <glx> sound thread already calls mixer functions directly
20:36:27  <nielsm> and through that keep track of remainders and rounding due to one timer running at 44.1 kHz and another running at 66.7 Hz
20:36:49  <nielsm> (iirc)
20:37:01  <peter1138> Yup.
20:37:07  <peter1138> You can use floats there though :p
20:38:45  <glx> yes floats are only banned from game logic
20:43:18  <glx> oh I'm stupid, relation between mixer and audio is the opposite
20:43:33  <glx> audio drivers read the mixer
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20:57:26  <andythenorth> planetmaker: o/
21:02:25  <glx> oh the mixer never used the callback feature
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21:07:14  <glx> I think it should be possible for the OPL emulator to fill an internal buffer, and copy its content on callback
21:09:33  *** frosch123 has quit IRC
21:11:39  <glx> when you register the callback you get the sample rate, but you won't know the buffer size to fill before the actual callback call
21:13:41  <glx> as it's created by the audio driver, then passed to the mixer, then to the callback if any
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21:24:40  <DorpsGek_II> [OpenTTD/website] claman opened pull request #18: Change copyright date to use site.time
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21:50:59  <Samu> messing around with opf, making it less random
21:51:38  <Samu> wondering what's the difference between DistanceManhattan and DistanceMaxPlusManhattan in terms of results
21:51:48  <Samu> pathfinding results
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21:56:59  <DorpsGek_II> [OpenTTD/website] LordAro approved pull request #18: Change copyright date to use site.time
21:57:24  <DorpsGek_II> [OpenTTD/website] LordAro closed issue #11: Make the copyright in the bottom automatically bump years
21:57:25  <DorpsGek_II> [OpenTTD/website] LordAro merged pull request #18: Change copyright date to use site.time
21:57:35  <andythenorth> new contributor?
21:58:14  <DorpsGek_II> [OpenTTD/website] andythenorth commented on pull request #18: Change copyright date to use site.time
21:58:23  <LordAro> seems so
21:58:36  <andythenorth> drive by contributors TrueBrain ^ :)
21:58:37  <LordAro> ah, thanks andy
22:00:21  <andythenorth>
22:01:31  <LordAro> trickle down eco^H^H^Hcontributions!
22:03:33  <TrueBrain> sweet :)
22:04:40  <andythenorth> the article is worth scanning, maybe not on Sunday night, but eh
22:04:59  <andythenorth> proposes that drive-through contributions are a sign of healthy project
22:05:14  <TrueBrain> and that it was easy to access
22:05:17  <LordAro> TrueBrain: given staging's copyright link still says 2018, i assume it doesn't get automatically updated
22:05:28  <TrueBrain> it does
22:05:52  <TrueBrain> check pipeline to see where it is at
22:06:03  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7056: Change #6060: Allow drawing dropdown lists with scrollbars above and fix scrolling movement
22:06:47  <TrueBrain> shows 2019 for me now
22:06:55  <LordAro> so it does
22:07:04  * LordAro too impatient
22:07:07  <andythenorth> 2019 for me
22:07:43  <andythenorth> bye all
22:07:47  <LordAro> nn
22:07:52  <andythenorth> good ottd weekend
22:07:53  *** andythenorth has left #openttd
22:08:11  <TrueBrain> it is not instantly :p
22:08:50  <TrueBrain> this contribution alone made it worth the effort :)
22:09:49  <LordAro> :)
22:10:46  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns
22:10:56  <DorpsGek_II> [OpenTTD/OpenTTD] J0anJosep commented on issue #7060: NPF refuses to pathfind when the destination tile is the same as where the vehicle currently is
22:12:40  <Samu> found another reversal bug, now with OPF
22:13:04  <Samu> but maybe it's caused by me, maybe not a bug
22:15:03  <Samu> why can't i change branches when i have stuff edited
22:15:09  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7031: Add: squirrel_export.vbs
22:15:16  <Samu> i dont want to commit these edits yet
22:15:36  <LordAro> git stash
22:15:49  <Samu> git stash?
22:15:51  <Samu> just that?
22:16:08  <LordAro> yes, actually
22:16:17  <LordAro> `git stash pop` to reapply once you've switched
22:16:26  <Samu> lets try
22:17:39  <Samu> very cool, it works
22:21:06  <Samu> looks like it also happens on upstream/master
22:21:22  <Samu> savegame is incompatible, can't test in 1.8.0 yet, brb
22:25:53  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro requested changes for pull request #7049: Fix #6599: Can still click on buy button in vehicle selection window even if no vehicle is selected
22:27:33  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7046: Fix #5978: Update some stats and lists caused by group hierarchy. (3298 and Juanjo)
22:29:19  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7046: Fix #5978: Update some stats and lists caused by group hierarchy. (3298 and Juanjo)
22:29:24  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro closed issue #5978: Autoreplace window isn't updated after group hierarchy changes
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23:20:03  <Samu> gonna try make opf check for depot tiles somehow
23:20:13  <Samu> instead of me providing it
23:30:47  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6784: Ship cpu hog workaround for #6145
23:34:36  <LordAro> peter1138: can i be annoying and ask for commits 4 & 5 to be Codechanges?
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