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00:00:53 <glx> you could also get some replies on this chan, but depending on your timezone it may be difficult, we're mainly in europe 00:01:22 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ 00:01:22 *** oskari89 has quit IRC 00:01:35 <m1cr0man> just realized, is there a katamaran boat set? 00:01:46 <glx> maybe 00:04:42 <peter1138> Ooh, past my bedtime. 00:05:36 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on issue #7089: Crash when Removing NewGRF from Active list https://git.io/fhKWI 00:05:44 <Samu> wow, what a nice table 00:09:17 <Samu> i tied following how terraform_cmd works, it's quite complex 00:10:19 <Samu> tried* 00:11:34 <Samu> oh, that kind of dirty is for repainting 00:11:46 <Samu> not the dirty i expected, well i didn't follow that 00:12:55 <Samu> shouldn't the tile height be set first? 00:13:02 <Samu> and only dirty them after? 00:15:10 <Samu> nvm 00:21:39 *** fredcwbr-GO has left #openttd 00:25:06 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7105: Fix #7098, #7061: Inverted test led to invalid iterator access. https://git.io/fhKWH 00:25:20 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7105: Fix #7098, #7061: Inverted test led to invalid iterator access. https://git.io/fhKnM 00:25:25 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro closed issue #7098: Crash: cannot dereference end map/set iterator https://git.io/fhovV 00:30:46 <Samu> nice fix 00:30:50 <Samu> hopefully it works 00:38:33 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on issue #6682: menu bars disappear if enable windows screen scaling on high dpi monitors https://git.io/fhKl4 00:39:08 <glx> but I can't really test all this high dpi stuff :) 00:39:54 *** Thedarkb1-T60 has quit IRC 00:40:34 <peter1138> I fiddled with enabling DSR but that gets me to 3360x2100. Doesn't exhibit any issues. 00:41:47 <glx> well openttd is dpi aware, but I found something about GDI scaling 00:46:59 <glx> hmm seems we are not concerned as we use DIB 00:50:28 *** Thedarkb-T60 has joined #openttd 00:51:52 <nnyby> testing out my sdl2 branch on a tiny map, lol https://www.twitch.tv/acidfreak88 00:52:28 <peter1138> zBase ;( 00:54:01 *** sim-al2 has quit IRC 00:54:04 <Eddi|zuHause> webcam but no mic? 00:54:15 <glx> no audio at all 00:54:16 <peter1138> Same as me earlier. 00:54:35 <nnyby> no audio, sorry lol. i have a mic, just havent set it up 00:55:01 <Eddi|zuHause> that delay... 00:55:57 <peter1138> I use appear.in for low-latency video stuff. 00:56:12 <peter1138> But twitch is not designed for it. 00:56:52 <peter1138> Hmm, window is no longer resizable. 00:57:08 <peter1138> It was kinda broken before, depending on what window manager is in use, but it worked. 00:57:20 <peter1138> ^ with SDL2 00:57:45 <peter1138> Tiling window managers, woo 00:58:03 <Eddi|zuHause> i can't follow what's going on with the window sizes 00:58:17 <Eddi|zuHause> also, is that the game freezing or the recording software? 00:59:13 <Eddi|zuHause> ugh, original road generator 00:59:21 <glx> Eddi|zuHause: check the webcam ;) 00:59:56 <Eddi|zuHause> and point-to-point lines :p 01:00:09 <glx> I'm no fan of the base grf 01:00:13 <glx> *not 01:01:35 <Eddi|zuHause> awesome video quality :p 01:01:55 <glx> depends on the upstream link 01:13:56 <Samu> Helicopters with 'service at helipads' enabled, will only do so when 'disable servicing when breakdowns set to none' is disabled 01:14:33 <Samu> why did I do this? 01:15:24 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on issue #7089: Crash when Removing NewGRF from Active list https://git.io/fhK4n 01:19:21 <Samu> when breakdowns are disabled, vehicles do not need to do the automatic service 01:19:46 <glx> it's an option 01:20:57 <Samu> helicopters servicing at helipads breaks autorenew/autoreplace routine if they are serviced in-time before the end of service interval time 01:21:34 <nnyby> yeah, looks like that resizing thing needs to be fixed 01:21:38 <Samu> automatic service is never called due to refreshing the interval counter 01:21:51 <Samu> hence, autorenew/autoreplace never happens 01:22:41 <Samu> so maybe this is why I made that change 01:23:05 <Samu> to give automatic service a chance to get called 01:23:08 <nnyby> it's like picking the most similar size out of the set of possible fullscreen resolutions instead allowing any window aspect ratio 01:23:56 <glx> I think openttd supports any kind of "resolution" 01:26:19 <Eddi|zuHause> "OpenTTD window can be any size, as long as it is fullscreen" 01:26:33 <glx> hehe 01:27:08 <Samu> i better write down this stuff before I get lost again 01:30:45 <peter1138> Hah, I remember looking at that ... a long time ago. 01:31:08 <peter1138> I wonder where my patches went... sigh. 01:31:39 <nnyby> yeah, there is a part of the code that picks "best" resolution: https://github.com/OpenTTD/OpenTTD/blob/master/src/video/sdl_v.cpp#L253 my branch must be using this incorrectly 01:34:06 <peter1138> Might be that SDL_ListModes returns a resolution list in windowed mode for SDL2, but not SDL1.2? 01:34:13 <peter1138> That would set _all_modes 01:36:55 <nnyby> yeah, that seems to be it 01:37:46 <nnyby> the sdl1.2 driver set _all_modes based on fullscreen status and i just missed that 01:38:01 <peter1138> Ah 01:39:00 *** snail_UES_ has joined #openttd 01:41:13 <nnyby> yeah that fixed the problem. think _all_modes is no longer necessary - just using _fullscreen 01:42:33 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ 01:46:25 <Samu> too many boolean logic and disable not set to none too much negative logic for my poor brain 01:46:37 <Samu> it's easy to get lost 01:48:56 <Samu> trying to summarize, if there are breakdowns, helicopters will service at helipads 01:49:13 <peter1138> What was the bug number? 01:49:46 <Samu> which will ruin autoreplace if the interval timer is reset 01:49:50 <peter1138> Eddi|zuHause, https://github.com/PeterN/OpenTTD/commit/d3c6d5b0701ae9bab3935a370dd0be03a79fee5f 01:51:08 <Eddi|zuHause> yeah, something like that. maybe more descriptive names? 01:51:38 <peter1138> Likely. 01:54:18 <peter1138> FML I really need to sleep :( 01:54:39 <peter1138> And I don't think I have these patches any more. 01:55:30 <peter1138> Might've posted it on flyspray. 01:56:08 <Eddi|zuHause> if you did, andy closed it in a "man, nobody is doing anything with that anyway" rage 01:56:28 <peter1138> 6493. It's not there, so I didn't. 01:56:43 *** Thedarkb-X40 has joined #openttd 01:59:04 <Samu> https://github.com/OpenTTD/OpenTTD/issues/6493 01:59:04 <Eddi|zuHause> unrelated, but isn't "European KDE Developer" like a tautology? 01:59:23 <Eddi|zuHause> i feel like half the KDE developers are german 01:59:25 <peter1138> Samu, yes, I mean the work I did on it is not attached. 01:59:27 <nnyby> Eddi|zuHause: lol true :P 01:59:56 <Samu> don't worry, I worked on it, only to get it closed anyway 01:59:56 <nnyby> my girlfriend chose that phrase -_- 02:00:14 <nnyby> and im not really european 02:00:18 <peter1138> It was autoclosed. 02:00:37 <peter1138> I already had a working fix :/ 02:00:39 <peter1138> Damn. 02:00:44 <peter1138> Oh well, sleep. 02:01:10 <peter1138> My "fix" was something like "if due to be autoreplaced, don't service at helidepot" 02:01:26 <Samu> can u take a look at... 02:01:40 <Samu> meh, forget it, go to sleep 02:02:50 <Samu> https://github.com/OpenTTD/OpenTTD/pull/6925/commits 02:03:43 <Samu> the 3 commits that mention #6493 + the other 02:03:50 <Samu> the refactoring one 02:03:57 *** Thedarkb-T60 has quit IRC 02:04:25 <Samu> that was my solution to the problem 02:21:49 <nnyby> goddammit my trains crashed. first time thats happened lol 03:34:47 <Eddi|zuHause> that usually happens to me if i do construction work near signals 03:35:14 <nnyby> yeah, that's exactly what happened 03:49:21 *** D-HUND has joined #openttd 03:52:42 *** debdog has quit IRC 04:18:33 *** Mahjong2 has quit IRC 04:18:51 *** Mahjong2 has joined #openttd 04:19:07 *** snail_UES_ has quit IRC 04:27:05 *** sim-al2 has joined #openttd 04:35:36 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7106: Fix #7089: close NewGRF textfile windows when their data are invalid https://git.io/fhKuB 04:36:14 <glx> now sleep :) 04:37:09 *** glx has quit IRC 04:51:07 *** Samu has quit IRC 05:18:36 *** daspork has quit IRC 05:20:21 *** daspork has joined #openttd 05:34:23 *** Alberth has joined #openttd 05:34:23 *** ChanServ sets mode: +o Alberth 06:19:39 *** HerzogDeXtEr has joined #openttd 06:22:16 *** D-HUND is now known as debdog 06:28:50 *** Pikka has joined #openttd 06:29:04 <Alberth> moin 06:31:59 <Pikka> noim 06:52:38 *** cHawk has quit IRC 06:53:24 *** cHawk has joined #openttd 07:22:01 *** andythenorth has joined #openttd 07:24:59 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7080: Change: Cache stations and links for whole map for linkgraph GUI to eliminate delay when scrolling or zooming https://git.io/fh2LL 07:29:24 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7080: Change: Cache stations and links for whole map for linkgraph GUI to eliminate delay when scrolling or zooming https://git.io/fh2LL 07:32:04 <DorpsGek_II> [OpenTTD/OpenTTD] btzy commented on pull request #7080: Change: Cache stations and links for whole map for linkgraph GUI to eliminate delay when scrolling or zooming https://git.io/fhKwA 07:33:09 <andythenorth> moin 07:35:53 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7080: Change: Cache stations and links for whole map for linkgraph GUI to eliminate delay when scrolling or zooming https://git.io/fh2LL 07:39:37 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7080: Change: Cache stations and links for whole map for linkgraph GUI to eliminate delay when scrolling or zooming https://git.io/fh2LL 07:41:41 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7080: Change: Cache stations and links for whole map for linkgraph GUI to eliminate delay when scrolling or zooming https://git.io/fh2LL 07:53:40 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7080: Change: Cache stations and links for whole map for linkgraph GUI to eliminate delay when scrolling or zooming https://git.io/fh2LL 07:53:57 *** Gustavo6046 has quit IRC 08:03:31 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7080: Change: Cache stations and links for whole map for linkgraph GUI to eliminate delay when scrolling or zooming https://git.io/fh2LL 08:06:03 *** nielsm has joined #openttd 08:19:23 *** Wolf01 has joined #openttd 08:19:32 <Wolf01> o/ 08:22:12 *** nielsm has quit IRC 08:23:29 <andythenorth> moin 08:27:23 *** nielsm has joined #openttd 08:30:09 <nielsm> hm nope, vs2019 still failing build 08:31:40 <nielsm> okay upgrading projects to vs142 toolset makes at least some of them build 08:32:51 <peter1138> Damn us being economical with savegame versions. Version 182 is covers 3 separate changes. 08:32:54 <peter1138> -is 08:33:29 <andythenorth> are we worried integers will run out? 08:34:12 <Wolf01> Let's do the no-savegame-bump-on-nrt mistake again! 08:34:16 <nielsm> it's 16 bit, should last a few months at least 08:35:00 <nielsm> and it produces a working build 08:35:09 <nielsm> I'll make a PR for vs2019 project files 08:39:38 *** supermop_work_ has quit IRC 09:02:09 *** Gabda has joined #openttd 09:06:45 * andythenorth spends hours making group liveries 09:07:52 <nielsm> lol 09:10:38 <andythenorth> https://www.tt-forums.net/viewtopic.php?p=1217769#p1217769 09:14:41 <Gabda> hi! 09:15:54 <Gabda> tiles with the same y coordinate are called row, column or neither (as column is only defined in viewport for 45° rotated directions)? 09:17:18 <Gabda> sometimes it is harder to find a good function name than to write the function... 09:21:42 <Alberth> don't think we have rows of tiles 09:22:22 <Alberth> in the viewport, we use north for center top of the screen 09:22:43 <Alberth> you can use x/y direction 09:22:53 <Alberth> or x/y row, perhaps 09:24:01 <Alberth> or x/y axis, which is used in the map code 09:24:58 <Gabda> i want to find an tile while the Y coordinate is fixed (so the return value is the X coordinate) 09:25:21 <Gabda> and I don't know if FindXInRow or FindXInColumn would be better 09:25:34 <Gabda> or something else 09:26:53 <Alberth> FindYOnXAxis ? 09:27:04 <Alberth> too many uppercase letters :p 09:27:39 <Alberth> maybe you want to express the property of the returned tile? 09:27:54 <Alberth> ie FirstFreeTile or so 09:28:49 <Alberth> you usually don't look for a random y position 09:30:17 <Gabda> yes, I go through a lot of y positions 09:30:32 <Alberth> what do you look for? 09:30:32 <Gabda> FindXWHileY, or FindXWithY? 09:31:37 <Alberth> problem with such a name that it doesn't say what it looks for 09:32:04 <Gabda> given two town, when selecting a row with fixed Y coordinate, find the X coordinate of the last tile that is closer to the fist town than the second 09:32:15 <Alberth> Do_x_with_y gives you no clues what the purpose is 09:32:22 <Alberth> where it comes in useful 09:33:28 <Alberth> find edge of town ? 09:34:17 <Gabda> yes, but with a given y 09:34:44 <Alberth> that's mostly an implementation detail, a way of finding the edge 09:35:14 <Alberth> 'town' is a bit ambiguous, could also be where the houses end 09:36:19 <Alberth> farthest town tile ? 09:36:32 <Alberth> town area tile? 09:36:39 <nielsm> FindTownExtentsY ? 09:36:59 <Alberth> nice word :) 09:42:26 <Gabda> I agree 09:43:38 <Gabda> FindTownExtentAtY or ...InY? 09:43:49 <nielsm> just Y, no In or At 09:44:42 <nielsm> or do you mean FindTownExtentYatX ? 09:44:54 <Gabda> and it would still imply that Y is fixed? 09:45:04 <nielsm> i.e. given an X coordinate find the extent of a town in Y dimension along that X ? 09:45:33 <nielsm> XatY and YatX 09:45:46 <nielsm> for searching along X with fixed Y, or along Y with fixed X 09:45:52 <Gabda> yes, such a nice description :D 09:47:37 <Gabda> I will with this one, thank you very much :) 09:47:50 <Gabda> *will go 09:49:03 <planetmaker> moin 09:49:27 <planetmaker> if you want the influence area of a town, maybe sth with 'local authority'? 09:50:17 <Gabda> I want the whole town area, not just the local authority 09:50:45 <planetmaker> hu? 09:51:02 <planetmaker> the area of the local authority is always as big or bigger than the house-covered area 09:51:38 <Gabda> I am making the town Voronoi diagram 10:05:04 <planetmaker> yes, ok... so what about town radius? 10:05:19 <planetmaker> or town zone radii? 10:05:55 <planetmaker> also there is area which does not belong to any local authority 10:08:19 <nielsm> https://i.imgur.com/jXOaFVL.jpg 10:08:26 <nielsm> actual photo 10:15:21 <andythenorth> woo 10:15:27 <andythenorth> china? 10:16:07 <nielsm> turkey 10:20:34 *** Alberth has left #openttd 10:24:24 <andythenorth> ctrl-click arbtitrary counter? :P 10:25:57 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh opened pull request #7107: Add: Visual Studio 2019 project files https://git.io/fhK6z 10:29:12 <TrueBrain> Azure Pipelines can even forgot to queue some PRs if it took too long for it to queue .. 10:29:17 <TrueBrain> we had a 12 hour old PR that was not queued 10:29:19 <TrueBrain> but a 2 hour that was 10:29:21 <TrueBrain> very odd 10:29:35 <TrueBrain> I keep trying to find the URL that triggers the building :) 10:29:45 <andythenorth> oofd 10:29:51 <andythenorth> paid azure? :P 10:30:37 <TrueBrain> it doesnt suggest that changes anything 10:33:00 <LordAro> have you asked MS what's going on? 10:33:23 *** Progman has joined #openttd 10:35:09 <TrueBrain> many people have; their answer is that you have to visit their page once a day 10:35:19 <TrueBrain> but .. it is not 24h :P 10:35:57 <LordAro> that is ....not a proper answer for a CI service 10:36:30 <LordAro> i can't possibly imagine the people paying lots of money for pipelines have to do that 10:39:16 <TrueBrain> most also use it for their git and bug tracking, I guess 10:39:19 <TrueBrain> not sure 10:39:27 <TrueBrain> investigation is slow, as I need to wait for it to break to look why it breaks :P 10:39:53 <LordAro> mm 10:43:45 <TrueBrain> so .... I tell DigitalOcean to scale up my k8s ... and nothing seems to be happening. hmmmmmm 10:48:21 <TrueBrain> the overview page does tell me it scaled up, but nothing really happens :D 10:52:15 *** Borg has joined #openttd 10:54:08 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7107: Add: Visual Studio 2019 project files https://git.io/fhK6z 10:56:57 *** Gja has joined #openttd 10:58:54 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7107: Add: Visual Studio 2019 project files https://git.io/fhK6z 10:59:38 <nielsm> lots of dumb little mistakes 11:00:46 <nielsm> so how's the cmake conversion going? :) 11:01:16 <nielsm> because I'm tempted to make some of those msbuild projects a bit less hacky 11:01:58 <nielsm> (at least "settings" to have proper dependencies, could possibly also make "version" depend on something) 11:07:35 <TrueBrain> you are going to port things to cmake I hear? Awesome :D 11:07:50 <TrueBrain> here, a head-start: https://github.com/TrueBrain/OpenTTD/tree/cmake 11:08:50 *** Gja has quit IRC 11:09:00 <nielsm> hah no, don't feel like learning cmake at all 11:10:01 <andythenorth> oof is Horse done yet? :P 11:10:07 * andythenorth running out of motivation :D 11:11:51 <TrueBrain> right 11:11:56 <TrueBrain> going to bring the new website online I guess 11:12:33 <andythenorth> hooray 11:14:15 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7107: Add: Visual Studio 2019 project files https://git.io/fhK6z 11:15:16 <Borg> fast question.. w/ GCC is best to compile OpenTTD? 11:16:02 <DorpsGek_II> [OpenTTD/website] TrueBrain opened pull request #40: Release: 1.0.0 https://git.io/fhKPY 11:16:27 <nielsm> Borg, our CI uses GCC 6 11:17:45 <TrueBrain> I am curious what is going to break .. but the only way to find out is to do it, I guess .. 11:17:56 <TrueBrain> andythenorth: should we make a news post about it, before we release it? 11:18:17 <andythenorth> I guess we should :) 11:18:19 <nielsm> TrueBrain imo yes, and make sure to tell users we do want reports about brokenness 11:18:20 <andythenorth> what shall we say? 11:19:49 *** Thedarkb-T60 has joined #openttd 11:19:58 <nielsm> "Modernisation of the hosting infrastructure is proceeding, and we have just brought a new version of this main website online. If you find any problems with the new site please let us know at <places>" 11:20:00 <nielsm> ? 11:20:13 <TrueBrain> andythenorth: lemme make a draft :) 11:20:22 <TrueBrain> nice nielsm :) 11:23:22 <nielsm> "If you find any trains stuck at signals please let us know, so we can resolve the issue safely without risk of crashes." 11:26:00 <TrueBrain> that is a nice closing statement :D 11:26:06 <TrueBrain> okay, lets see how my news looks .. 11:28:15 <DorpsGek_II> [OpenTTD/website] TrueBrain opened pull request #41: Add: [posts] new website and nightlies are back https://git.io/fhKP5 11:28:18 <TrueBrain> all from the github interface :) 11:28:20 <TrueBrain> that is pretty nice tbh 11:29:32 <andythenorth> electro-diesel pax units? :P https://www.railengineer.uk/2018/09/27/bi-mode-good-tri-mode-better/ 11:29:53 <DorpsGek_II> [OpenTTD/website] TrueBrain updated pull request #41: Add: [posts] new website and nightlies are back https://git.io/fhKP5 11:30:32 <TrueBrain> andythenorth: anything to add to the post? 11:31:16 <andythenorth> nope :) 11:32:09 <nielsm> angry whistling over from the bird cage... should maybe let them out 11:32:18 <TrueBrain> just one big FYI: adding news and merging it, only makes it show up on staging. A release + tag is needed before it hits production 11:32:44 <TrueBrain> andythenorth: I was hinting that you maybe approve it then :P 11:32:59 <andythenorth> oops 11:33:25 <DorpsGek_II> [OpenTTD/website] andythenorth approved pull request #41: Add: [posts] new website and nightlies are back https://git.io/fhKXc 11:33:41 <TrueBrain> tnx :) 11:34:03 <andythenorth> I approve the 1.0.0 tag? 11:34:04 <DorpsGek_II> [OpenTTD/website] TrueBrain merged pull request #41: Add: [posts] new website and nightlies are back https://git.io/fhKP5 11:34:12 <TrueBrain> please do 11:34:18 <DorpsGek_II> [OpenTTD/website] andythenorth approved pull request #40: Release: 1.0.0 https://git.io/fhKXK 11:34:34 <TrueBrain> I will wait for this news to land on staging, so we can check if it is really correct :D 11:38:50 <nielsm> actually it just hits me, there is no archive of nightly builds on the website? 11:38:51 <TrueBrain> https://www.staging.openttd.org/news/2019/01/26/new-website-and-nightlies-are-back.html LGTM :) 11:39:04 <TrueBrain> nielsm: only if you know the URL, basically 11:39:12 <nielsm> ok 11:39:21 <TrueBrain> but that is a bit hidden, yes 11:39:29 <TrueBrain> sounds like a nice PR, to show a listing of releases :) 11:39:41 <TrueBrain> https://www.staging.openttd.org/downloads/openttd-releases/1.7.0.html 11:39:42 <TrueBrain> for example 11:39:55 <TrueBrain> we just rather publish links like https://www.staging.openttd.org/downloads/openttd-releases/latest.html 11:40:00 <TrueBrain> as in general, people don't want a specific version 11:40:02 <TrueBrain> just the latest 11:42:27 <DorpsGek_II> [OpenTTD/website] TrueBrain merged pull request #40: Release: 1.0.0 https://git.io/fhKPY 11:42:42 <nielsm> hmm "supported compilers" in README.md is woefully out of date 11:43:06 <TrueBrain> honestly, many things somewhat are :P 11:46:17 <TrueBrain> can a CNAME point to a NS record? 11:46:40 <TrueBrain> seems so 11:49:42 <TrueBrain> okay, TTL of 1 hour .. right 11:50:52 <TrueBrain> okay, it seems to be live 11:50:52 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7107: Add: Visual Studio 2019 project files https://git.io/fhK6z 11:50:59 <TrueBrain> I cannot really test, as I have to wait for the TTL :D 11:54:37 <Xaroth> on the new site the serverlist points to server.openttd.org, right? 11:54:40 <Xaroth> if so, it works for me. 11:56:05 <TrueBrain> and if not? :P Isn't it more important that the content is correct? 11:56:05 <TrueBrain> :D 11:56:47 <Xaroth> bit silly to test on the wrong environment. 11:56:52 <Xaroth> but it looks correct 11:57:15 <TrueBrain> a few 404s are hitting .. 11:57:21 <TrueBrain> favicon.ico .. 11:57:32 <nielsm> forgot that one? :D 11:57:37 <TrueBrain> no, it is in the /static/ folder 11:57:45 <TrueBrain> but some people always want it from the root folder 11:58:10 <TrueBrain> ah, and the download URL is not correct if you come in from google 11:58:19 <TrueBrain> did not expect things to link to that URL 12:02:22 <andythenorth> live for me :D 12:03:13 <DorpsGek_II> [OpenTTD/website] TrueBrain opened pull request #42: Fix: also redirect some older URLs to the correct locations https://git.io/fhKyK 12:03:45 <andythenorth> I got 9 links 404ing 12:04:00 <DorpsGek_II> [OpenTTD/website] TrueBrain updated pull request #42: Fix: also redirect some older URLs to the correct locations https://git.io/fhKyK 12:04:11 <TrueBrain> which are? 12:04:16 <TrueBrain> (fucking cliffhangers) 12:04:16 <andythenorth> making an issue 12:04:17 <TrueBrain> :P 12:04:41 <DorpsGek_II> [OpenTTD/website] andythenorth opened issue #43: 404s https://git.io/fhKyP 12:04:53 <andythenorth> I can improve the issue 12:05:12 <TrueBrain> download-all will no longer be supported; I am fine with that 12:05:32 <TrueBrain> guess I should make the \w\w optional in the redirects 12:05:37 <TrueBrain> my regex foo is not that good 12:05:39 <andythenorth> some of these are links in news post etc 12:05:57 <andythenorth> I can fix the content, or you can fix the paths? 12:06:11 <TrueBrain> lets fix the content of the news articles to point to the new URLs 12:06:22 <andythenorth> I'll start on that 12:06:24 <TrueBrain> ideally, I would like to remove these redirects some day 12:06:25 <TrueBrain> :) 12:06:26 <TrueBrain> tnx! 12:07:16 <TrueBrain> ^/\w\w/download-stable/(.*)$ <- how to make the \w\w/ optional .. hmm 12:07:21 <TrueBrain> ^/(\w\w/)?download-stable/(.*)$ I guess .. 12:07:54 <LordAro> omg, website happened 12:08:28 <andythenorth> https://www.openttd.org/download-stable -> https://www.openttd.org/downloads/openttd-releases/latest.html 12:08:29 <andythenorth> ? 12:09:14 <TrueBrain> yes 12:09:42 <TrueBrain> can someone please review this: https://github.com/OpenTTD/website/pull/42 :) 12:09:55 <andythenorth> https://www.openttd.org/download-testing goes where now? https://www.openttd.org/downloads/openttd-nightlies/latest.html 12:10:20 <TrueBrain> testing is also releases 12:10:29 <TrueBrain> so https://www.openttd.org/downloads/openttd-releases/latest.html 12:10:38 <andythenorth> ta 12:11:36 <TrueBrain> "GET /download-trunk HTTP/1.1" 404 3695 "http://127.0.0.1:4000/news/2009/12/11/graphics-and-sound-replacement-complete.html" <- lol :D 12:11:39 <TrueBrain> referer is funny 12:13:04 <TrueBrain> owh, no robots.txt 12:16:03 <andythenorth> http://www.openttd.org/download-openttd-useful -> ? 12:17:10 <LordAro> releases/latest, probably 12:17:14 <DorpsGek_II> [OpenTTD/website] TrueBrain updated pull request #42: Fix: also redirect some older URLs to the correct locations https://git.io/fhKyK 12:17:28 <TrueBrain> andythenorth: https://www.staging.openttd.org/downloads/openttd-useful/latest.html 12:17:33 <LordAro> or that 12:17:38 <TrueBrain> (add /en/ between the URL to find out, btw) 12:18:02 <TrueBrain> okay, made the language tag optional for downloads; that should fix all 404s from the outside for now 12:18:20 <TrueBrain> euh .. this is wrong .. lol 12:19:09 <DorpsGek_II> [OpenTTD/website] TrueBrain updated pull request #42: Fix: also redirect some older URLs to the correct locations https://git.io/fhKyK 12:19:33 <TrueBrain> now it needs a review :) 12:21:03 <TrueBrain> hmm .. this language tag is really annoying :D 12:21:06 <TrueBrain> why did we ever do that? :P 12:22:10 <LordAro> was there anything other than /en ? could just globally remove that then redirect from the "base" 12:22:17 <LordAro> might make things simpler 12:22:23 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #6682: menu bars disappear if enable windows screen scaling on high dpi monitors https://git.io/fhKSh 12:22:25 <DorpsGek_II> [OpenTTD/website] TrueBrain updated pull request #42: Fix: also redirect some older URLs to the correct locations https://git.io/fhKyK 12:22:33 <TrueBrain> LordAro: yes; others exist 12:22:36 <TrueBrain> just not as public 12:22:54 <TrueBrain> but I wanted to avoid redirects from the base, as that might make future things annoying as fuck 12:23:02 <LordAro> mm, true 12:23:06 <TrueBrain> for example, old URL is /en/news, new is /en/news/ 12:23:09 <TrueBrain> euh 12:23:13 <TrueBrain> for example, old URL is /en/news, new is /news/ 12:23:21 <TrueBrain> so I am very picky on which to support without /en/ :P 12:23:32 <TrueBrain> and I am not aiming for 100% 12:23:42 <TrueBrain> but supporting google results sounds useful :D 12:23:52 <andythenorth> some kittens may die 12:31:20 <andythenorth> err 12:31:21 <andythenorth> wtf? 12:32:02 <andythenorth> nvm 12:32:10 <andythenorth> replacing a url in the wrong dir 12:33:33 <TrueBrain> LordAro: mind approviing/rejecting my PR? I really could use some second pair of eyes on it :) 12:33:42 <TrueBrain> I tested it, ofc, but .. meh :P Regex! 12:35:59 *** Thedarkb1-T60 has joined #openttd 12:36:26 <DorpsGek_II> [OpenTTD/website] andythenorth opened pull request #44: Fix: replace outdated urls, preventing linkrot and 404s https://git.io/fhK9n 12:36:41 <andythenorth> most just find-replace 12:36:54 <andythenorth> one url took 10 mins due to user error :P 12:37:11 *** chomwitt has joined #openttd 12:37:32 <TrueBrain> hmm .. if we didn't have them prefixed with www.openttd.org, we would have spotted this on staging :D 12:38:23 <TrueBrain> andythenorth: _posts/2009-12-11-graphics-and-sound-replacement-complete.html <- should be nightlies, but meh 12:38:24 <TrueBrain> who cares :P 12:38:42 <andythenorth> nobody 12:39:57 <TrueBrain> but yeah, some day we should just remove the www.openttd.org from all the URLs 12:39:59 <TrueBrain> but no prio there 12:40:38 <DorpsGek_II> [OpenTTD/website] TrueBrain merged pull request #44: Fix: replace outdated urls, preventing linkrot and 404s https://git.io/fhK9n 12:40:39 <DorpsGek_II> [OpenTTD/website] TrueBrain closed issue #43: Some news items hit 404s now the website is live https://git.io/fhKyP 12:40:47 <DorpsGek_II> [OpenTTD/website] TrueBrain merged pull request #42: Fix: also redirect some older URLs to the correct locations https://git.io/fhKyK 12:40:49 <TrueBrain> right, lets yolo this 12:40:51 <andythenorth> I rebased and everything :P 12:40:58 <andythenorth> squashed and reworded 12:41:03 * andythenorth no longer a git clown 12:41:15 <TrueBrain> :D 12:41:20 <andythenorth> still all just branch merges at work though 12:41:24 *** Thedarkb-T60 has quit IRC 12:41:32 <andythenorth> master, milestone, feature <- merges 12:41:59 <DorpsGek_II> [OpenTTD/website] TrueBrain opened pull request #45: Release: 1.0.1 https://git.io/fhK9z 12:43:22 <TrueBrain> so .. who is going to tweet this ? 12:43:25 <TrueBrain> planetmaker ? :) 12:44:40 <TrueBrain> lol .. I merged too quickly 12:44:48 <TrueBrain> it will first deploy a new version now, than an older :D 12:44:53 <TrueBrain> then 12:44:54 <TrueBrain> ffs 12:45:16 <andythenorth> Pikka poke 12:45:26 <Pikka> pokka huh? 12:46:01 <DorpsGek_II> [OpenTTD/website] TrueBrain merged pull request #45: Release: 1.0.1 https://git.io/fhK9z 12:46:16 <DorpsGek_II> [OpenTTD/website] TrueBrain closed issue #36: Screenshot on frontpage is not latest https://git.io/fhr1M 12:47:38 <TrueBrain> okay, this should be online in a few minutes ... 12:51:27 <TrueBrain> there we go 12:51:30 <TrueBrain> andythenorth: run your checker again! :D 12:53:43 *** Maarten has quit IRC 12:53:48 *** Maarten has joined #openttd 12:55:29 <andythenorth> running 12:55:38 <andythenorth> so...does anyone know how railtypes work? :P 12:55:39 <andythenorth> Pikka: o_O 12:55:50 <andythenorth> TrueBrain: "853 of 853 links checked, 0 bad" 12:55:57 <Eddi|zuHause> so... does anyone know how metaquestions work? 12:55:58 <Pikka> they work... okay? 12:56:17 <TrueBrain> andythenorth: cool, tnx 12:56:19 <andythenorth> I am considering a FEATURE 12:56:24 <andythenorth> industrial rail tracks 12:56:32 <andythenorth> RAIL can go on INRL 12:56:37 <andythenorth> but INRL can't go on RAIL 12:56:50 <Eddi|zuHause> why? 12:56:50 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7107: Add: Visual Studio 2019 project files https://git.io/fhK9H 12:57:06 <andythenorth> Eddi|zuHause: right question but wrong question :) 12:57:30 <TrueBrain> okay, only missing robots.txt now :D 12:57:33 <andythenorth> hooray 12:57:35 <andythenorth> favicons work 12:57:36 <andythenorth> ? 12:57:41 <TrueBrain> yup 12:57:45 <Eddi|zuHause> that would only make sense if you could give it some benefits, like behaving like road vehicles (no collision, signals) 12:57:58 <andythenorth> Eddi|zuHause: yes wouldn't it 12:58:03 <andythenorth> so is it an NRT thing? 12:58:42 <Eddi|zuHause> well, we already have HEQS? 12:59:03 <andythenorth> my goal is specific to FIRS Steeltown currently, i.e. steel mill trains 12:59:13 <andythenorth> but I don't want to have to provide specific engines for the wagons 12:59:38 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7108: Feature: Group liveries, and livery window usability enhancements. https://git.io/fhK9F 12:59:41 <andythenorth> if I could have cross-compatible engines, I just need INRL wagons 12:59:54 <TrueBrain> lol ... hits on dowloads.php ... that is 15+ years old .. 13:00:13 <TrueBrain> guess we can just say: fuck this :) 13:00:20 <andythenorth> we get Apache hits all the time for .php paths 13:00:26 <andythenorth> none of them exist, nor ever have 13:00:27 <TrueBrain> mixedfeed.php :P 13:00:31 <TrueBrain> those have existed 13:00:32 <andythenorth> login.php :P 13:00:34 <TrueBrain> YEARS ago :) 13:00:42 <andythenorth> we = work, not ottd :P 13:00:50 <Eddi|zuHause> TrueBrain: just drop .php ending with a redirect? 13:00:51 <TrueBrain> I understood :) 13:00:59 <TrueBrain> Eddi|zuHause: I think I am fine with returning 404s 13:01:11 <TrueBrain> if after 15 years you are still using an old URL .. it is time to make you a bit more aware :P 13:01:49 <Eddi|zuHause> probably some automated script that even the author isn't aware of anymore 13:02:34 <TrueBrain> exactly 13:02:41 <TrueBrain> Tiny Tiny RSS is one 13:02:42 <Eddi|zuHause> so even if the redirect succeeds, the script will probably fail on the different structure of the page 13:02:47 <TrueBrain> and more of those bot-like 13:03:24 <andythenorth> can't have this in your passenger station :P https://cdn.shopify.com/s/files/1/0600/7521/products/photo1_6b5a802c-e62a-4a4b-af9b-00bac9746b7f_1024x1024.jpg?v=1419883548 13:03:46 <Pikka> andythenorth: the biggest problem with coding railtypes is the number of people who will whinge at you that you're not using the "standard" labels 13:03:56 <TrueBrain> Load Balancer tells me the average request duration is 50k ms :D (no typo) 13:04:18 <andythenorth> isn't one-way cross-compatibility still impossible? 13:04:20 <TrueBrain> (we use keep alive between Load Balancer and httpd :P) 13:04:27 <peter1138> Pikka, 64 rail types! 13:04:29 <andythenorth> peter1138 was fixing that for railtypes :D ^^^ 13:04:56 <Eddi|zuHause> huh? why would one-way compatibility be impossible? 13:04:58 <Pikka> does adding inrl to the rail compatible rail type list not work? 13:05:13 <Pikka> elrl and rail are one-way compatible :) 13:05:18 <andythenorth> doesn't it make INRL -> RAIL? 13:05:23 <andythenorth> we went round this with NRT 13:05:51 <andythenorth> making ROAD vehicles HAUL compatible makes all HAUL vehicles ROAD compatible 13:06:12 <Eddi|zuHause> andythenorth: your main problem will be loading your railtype alongside a different trackset 13:06:25 <andythenorth> won't be my problem :) 13:06:28 <andythenorth> I don't use tracksets 13:06:54 <andythenorth> mumble mumble https://github.com/OpenTTD/OpenTTD/issues/5006 13:07:03 <Eddi|zuHause> then it maybe is better that you don't make one :p 13:09:23 <Pikka> personally, I'd just add a steel mill shunter and keep the track types completely separate, if I did it at all 13:09:42 <TrueBrain> okay .. website seems to be doing fine. Traffic is up, no more 404s .. sweet :D 13:09:49 <TrueBrain> tnx a lot andythenorth for all the help with porting it etc :D 13:10:03 <Pikka> I mean, if your goal is to stop people running steel through passenger stations - with rail -> inrl, what's stopping them running their passenger trains through the steel mill? 13:12:39 <peter1138> andythenorth, yeah could do it now 13:12:55 <Eddi|zuHause> i'd just add the steel wagons to HEQS in both tram and rail style, and leave the player with all the options 13:13:33 <LordAro> TrueBrain: huzzah 13:13:36 <peter1138> I'm off to visit the MiL in hospital again, will be able to fiddle in the evening on the laptop. 13:14:15 <Eddi|zuHause> and if you want to make industrial rail, make it visual only, fully compatible with RAIL (and fully optional) 13:14:58 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #5006: Railtypes: 'hide railtype' flag https://git.io/fhKHZ 13:22:01 *** Ani has joined #openttd 13:25:08 <andythenorth> so the main thing I want to solve 13:25:57 *** Ani has quit IRC 13:26:02 <andythenorth> is 100mph torpedo wagons http://www.trainweb.org/pbne/images/hot%20metal%20cars/65.01.jpg 13:26:22 *** SomeIndianGuy has joined #openttd 13:26:23 <andythenorth> lots of Horse is fake, but it seems 1 fake too far 13:27:23 *** SomeIndianGuy_ has joined #openttd 13:27:47 *** SomeIndianGuy has quit IRC 13:27:53 <SomeIndianGuy_> Ani 13:28:58 <Wolf01> andythenorth, why you don't make 2 different grfs? 13:29:07 <Pikka> "solve" in what way, andy? wagon speed limits aren't enough? 13:30:09 *** SomeIndianGuy_ has quit IRC 13:30:31 *** SomeIndianGuy has joined #openttd 13:33:00 <andythenorth> they are, but then my network is messed up by slow trains :P 13:33:27 <andythenorth> in my happy fantasy world, these wagons are like Horse metro trains 13:33:32 <andythenorth> slower than normal, but insane capacity per tile 13:34:04 <andythenorth> but eh, I can't be arsed to draw a full set of wagons and stuff just for that 13:41:23 <Eddi|zuHause> i don't understand the problem 13:42:02 <Eddi|zuHause> you can build separate lines for slow trains even without there being a separate track type 13:42:42 <Eddi|zuHause> also, like i said, put the wagon into HEQS instead of horse, it fits much better there 13:43:20 <TrueBrain> 11 people already downloaded the latest nightly! :P 13:44:05 <andythenorth> :) 13:44:08 <Wolf01> Oh, nightlies! 13:44:29 <Eddi|zuHause> TrueBrain: might be time for an announcement? 13:44:57 <andythenorth> oof I think my requests for steel mill trains in UKRS are why pikka made Pineapple and deleted all the trains :P 13:45:00 <TrueBrain> Eddi|zuHause: yeah ... you properly want to go to www.openttd.org .... :P 13:45:09 * andythenorth might be mis-remembering 13:45:30 <Pikka> doesn't ring a bell 13:45:33 <Wolf01> It seem I should compose a new riddle for the announcement 13:45:38 <nielsm> https://twitter.com/ppathole/status/1088844771966238721?s=21 13:45:50 <Pikka> steel mill trains are odd though 13:45:52 <Eddi|zuHause> Wolf01: it's not april 1st yet 13:46:14 <Pikka> they're really part of the industry rather than "transport" 13:46:26 <andythenorth> I broke that with FIRS Steeltown :) 13:46:45 <andythenorth> you get to move stuff around between parts of the process 13:47:23 <Eddi|zuHause> i'll maintain that HEQS is the place for specialized transport methods like this 13:47:27 <TrueBrain> hmm .. I have no clue how to run something like webalizer over the new logs .. 13:47:33 <TrueBrain> and google is not helping :( 13:47:49 <andythenorth> are they not just apache logs? 13:47:56 <TrueBrain> somewhat, but yeah 13:48:03 <TrueBrain> just you would think others have foundout how to do that best on k8s 13:48:27 <andythenorth> Eddi|zuHause: I re-phrase my problem.... 13:48:47 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7108: Feature: Group liveries, and livery window usability enhancements. https://git.io/fhKQR 13:48:52 <andythenorth> - given a train grf that has a vehicle-and-railtype schema that appears to work.... 13:49:10 <andythenorth> - where else can I insert more fun stuff without degrading the overall playability? :P 13:49:14 *** Wormnest has joined #openttd 13:49:27 <andythenorth> that is really the question 13:49:31 <Eddi|zuHause> how would that change my answer? 13:49:35 <andythenorth> might not 13:49:51 <andythenorth> I can't see how to make industrial stuff work except via NRT 13:50:05 <andythenorth> I manged to jam high speed trains into Horse though, with care 13:50:17 <Eddi|zuHause> maglev? 13:50:21 <andythenorth> no 13:50:31 <andythenorth> conventional rail, no new types 13:50:44 <andythenorth> but I reset the speeds lower down the roster 13:50:47 <Eddi|zuHause> high-speed as in TGV/Eurostar? 13:50:50 <andythenorth> yes 13:51:09 <andythenorth> required rebalancing lots of other stuff, but works 13:51:10 <Eddi|zuHause> a 1990 version and a 2020 version? 13:51:16 <andythenorth> yes 13:51:33 <Eddi|zuHause> sounds fine to me so far 13:51:45 <andythenorth> yeah, but industrial rail is unconvcing 13:51:57 <andythenorth> so I think I put it out 13:52:05 <Eddi|zuHause> i'd say scrap all your ideas for industrial rail 13:52:33 <andythenorth> so is NRT done yet? o_O 13:52:38 <Eddi|zuHause> make your wagons generic enough to carry all cargos in each generation 13:53:21 <andythenorth> NRT PR is stale, and should really be closed https://github.com/OpenTTD/OpenTTD/pull/6811 13:53:41 *** Samu has joined #openttd 13:54:28 <Eddi|zuHause> andythenorth: i'd say keep off on that until after release dust settled and people got time to consider bigger PRs 13:55:53 <andythenorth> so do we have a changelog for nightly vs. 1.8.0? 13:55:53 <nielsm> https://www.openttd.org/contact.html <- are the mirrors still relevant? 13:55:58 <nielsm> with the new infra 13:56:14 <Eddi|zuHause> i don't think the mirrors have changed 13:56:38 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #7107: Add: Visual Studio 2019 project files https://git.io/fhK6z 13:57:50 <andythenorth> LordAro: you started a changelog for 1.9.0? 13:58:25 <LordAro> andythenorth: https://gist.github.com/LordAro/71085728a63bb7cb2e07b4f222e3fefd 13:58:47 <LordAro> still needs signficantly cutting down, imo 13:59:26 * andythenorth considering a forum post about what's in the nightly 13:59:40 <andythenorth> features 14:00:51 <LordAro> and some changes, probably 14:01:30 <nielsm> and a crash bug in mapgen? 14:01:32 <andythenorth> I'm going to pick out a TL;DR headlines 14:02:42 <Eddi|zuHause> "Remove: PSP, WinCE support" 14:03:07 <Eddi|zuHause> dangit, i wanted to try putting it on a WinCE device :p 14:03:40 <nielsm> hm do I still have a phone running windows mobile 7? 14:03:43 <nielsm> :) 14:09:22 <LordAro> andythenorth: updated gist slightly to update it up to today 14:11:32 <nielsm> maybe put the added currencies together 14:12:07 *** snail_UES_ has joined #openttd 14:12:10 <LordAro> oh, forgot about the other one 14:13:14 <Eddi|zuHause> not having looked over the list, remember to cut out "fix"es for things that weren't broken in 1.8.0 yet 14:13:35 <LordAro> it's not verbatim :p 14:13:43 <LordAro> i think i caught most of those already 14:15:40 <TrueBrain> 14:55 <nielsm> https://www.openttd.org/contact.html <- are the mirrors still relevant? <- for now, yes. I have yet to move everything from the mirrors to the CDN 14:15:47 <TrueBrain> will take a few weeks before I get to that 14:17:49 *** snail_UES_ has quit IRC 14:18:09 <andythenorth> https://www.tt-forums.net/viewtopic.php?p=1217791#p1217791 14:19:05 <andythenorth> oof, isn't there an axle load feature in railtypes? o_O 14:22:03 <nielsm> oooh, idea for how to waste a lot of the free landscape array space for rail tiles: count how much load has travelled over the piece of rail, and on tile ticks that calculate maintenance costs include that load amount in the calculation 14:22:09 *** sim-al2 has quit IRC 14:22:17 <Pikka> only in the "standardized railtype scheme" D: 14:22:41 *** Wormnest has quit IRC 14:23:37 <Pikka> "Still not convinced? Feel free to use railtype labels of your own, but know that you will likely come to regret that at some point in the future." 14:26:10 <Eddi|zuHause> <andythenorth> oof, isn't there an axle load feature in railtypes? o_O <-- not as a property, it's all "fake" 14:27:23 <andythenorth> ha ha 14:27:54 * andythenorth briefly considered a really over-powered version of narrow gauge 14:31:32 <Pikka> monorail? 14:31:36 <Pikka> the narrowest of gauges 14:32:15 *** Alberth has joined #openttd 14:32:15 *** ChanServ sets mode: +o Alberth 14:33:09 *** Samu_ has joined #openttd 14:33:18 <nielsm> is monorail infinitely narrow or infinitely wide? 14:34:05 <andythenorth> both 14:34:09 <Eddi|zuHause> have you ever looked at a monorail? it is narrow, but far from "infinite" 14:34:26 <andythenorth> the gauge though 14:35:00 <nielsm> and are those suspended monorails actually monorails or more like one-and-a-half rail maybe 14:35:51 <nielsm> and is a cable lift up a mountainside a rail? 14:38:29 *** Samu_ has quit IRC 14:49:32 *** sla_ro|master has joined #openttd 14:51:07 *** synchris has joined #openttd 15:16:14 *** glx has joined #openttd 15:16:14 *** ChanServ sets mode: +v glx 15:27:50 *** Flygon has quit IRC 15:35:45 <DorpsGek_II> [OpenTTD/OpenTTD] alexanderweiss commented on issue #6800: [OSX] NSScrollWheel event handling for 2D scrolling should use scrollingDeltaX/Y https://git.io/fhKFE 15:44:41 <DorpsGek_II> [OpenTTD/OpenTTD] alexanderweiss opened pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling https://git.io/fhKFD 15:47:19 *** supermop_Home has joined #openttd 15:47:31 <supermop_Home> yo 15:48:33 <andythenorth> yo 15:50:46 *** gelignite has joined #openttd 15:52:24 <Pikka> yoyo 15:55:01 <Borg> techno electro.... yo yo yo.. ;) 15:57:30 <TrueBrain> so I see a 404 ... "GET /xmlrpc.php HTTP/1.1" 15:57:33 <TrueBrain> so I look at the UA 15:57:40 <TrueBrain> "Gecko/20100101 Firefox/4.0.1" 15:57:47 <TrueBrain> yeah .... we are not the only one who can be slow in updates :P 15:58:06 *** HerzogDeXtEr has quit IRC 15:58:38 <nielsm> TrueBrain, I think that's someone trying to exploit wordpress :) 15:59:21 <TrueBrain> we used to have that xmlrpc.php 15:59:36 <TrueBrain> it was used to communicate with the IRC bot 15:59:52 <TrueBrain> just no clue why any Firefox would ever reach out for it :P 15:59:57 <TrueBrain> especially one from 2010 :P 16:00:48 <nielsm> https://0x0.st/sCY0.ogg <- left channel ttd dos in dosbox, right channel my reimplementation of the adlib music driver 16:00:53 <nielsm> timing is _almost_ correct 16:00:56 <TrueBrain> okay .. now I want IRC notification when a new nightly is produced ... 16:01:01 <nielsm> and it also seems to sound right 16:01:12 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7110: Add: more options for translators https://git.io/fhKba 16:01:17 <TrueBrain> nice :D 16:01:44 <glx> that's something I noticed yesterday while working on newgrf window 16:02:32 <TrueBrain> nielsm: timing gets more and more off the longer it goes on :P 16:02:38 <TrueBrain> which gives a nice tune to it, tbh :P 16:02:45 <nielsm> TrueBrain yes my tempo is slightly wrong 16:03:07 <TrueBrain> nobody would ever notice it, if they dont put it side to side 16:03:09 <TrueBrain> but yeah :P 16:04:33 <glx> sounds nice too me 16:04:36 <glx> *to 16:05:15 <andythenorth> hmm 16:05:34 <nielsm> @calc 77.748 / 77.916 16:05:34 <DorpsGek> nielsm: 0.997843831819 16:05:39 <andythenorth> Pikka: got any super zoom train progress then? o_O 16:05:39 <nielsm> ratio 16:05:45 <nielsm> mine is too slow by 16:05:59 <glx> by almost nothing 16:06:04 <nielsm> uh too fast by 16:06:14 <glx> less than 1% 16:06:35 <glx> good enough I'd say 16:07:59 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7108: Feature: Group liveries, and livery window usability enhancements. https://git.io/fhKbH 16:08:08 <Pikka> only bits and pieces, andythenorth 16:08:33 <Pikka> only one more freight wagon to go and they're all at least partially done :D 16:08:48 <andythenorth> I am trying to get inspired to finish the Horses 16:11:12 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7110: Add: more options for translators https://git.io/fhKbd 16:14:31 <nielsm> but yeah I'm considering to attempt to make/find a full general midi patchset for opl3 synth and letting my adlib music patch also play back regular midi files 16:14:38 <nielsm> for the heck of it 16:14:53 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7110: Add: more options for translators https://git.io/fhKNe 16:17:17 <supermop_Home> group livery huh 16:19:30 *** Gustavo6046 has joined #openttd 16:21:06 <andythenorth> why doesn't the clone button show on vehicles if game is paused? o_O 16:23:34 <Samu> I don't feel confident of my code :| 16:24:17 <Samu> https://paste.openttdcoop.org/pungzsg9l 16:25:20 <Samu> i guess i'm multi purposing the function too much 16:27:50 <Samu> if helicopter doesn't need automatic servicing but has a pending replace and service at helipad is enabled... 16:28:13 <andythenorth> where is V453000? :P https://www.tt-forums.net/viewtopic.php?p=1217795#p1217795 16:29:39 <Samu> ... then search for a hangar 16:30:06 <Samu> if helicopter needs automatic servicing but doesn't have a pending replace and service at helipad is enabled... 16:30:44 <LordAro> @seen V453000 16:30:44 <DorpsGek> LordAro: V453000 was last seen in #openttd 3 weeks, 4 days, 1 hour, 19 minutes, and 22 seconds ago: <V453000> :0 16:31:09 <Samu> ... and if there are helipads at the station, then don't search for a hangar, service at helipad 16:31:22 *** gelignite has quit IRC 16:32:58 <Samu> if I'm not a helicopter, I am assuming that airports have hangars 16:33:30 <Samu> ... go to the hangar of the airport i'm heading to in the current destination 16:34:51 <supermop_Home> should I get an external dvd drive for my surface so I can install 10 year old version of photoshop? 16:35:14 <nielsm> hmm :P 16:35:38 <nielsm> I'd first look into capturing an image of the disc somewhere else and transferring it over network 16:37:21 <Eddi|zuHause> supermop_Home: external DVD drives is for noobs, i once installed win95 from a CD onto a computer with no CD drive, by copying the install files onto diskettes swapping back and forth with a computer that had one 16:37:49 <glx> yeah make an iso of the disc and get it via network, windows natively support iso 16:37:55 *** Progman has quit IRC 16:38:44 *** Progman has joined #openttd 16:42:47 <Samu> what should be the behaviour of helicopters that needs to service but have no pending replace and their closest hangar is in the other side of the world? 16:43:13 <Samu> assume service at helipads is disabled 16:43:18 <glx> destination too far, abort 16:43:38 <glx> and blame the player ;) 16:43:46 <Samu> ok, then I'm in the right direction after all 16:44:42 <Samu> current behaviour makes them go to the other side of the world to service 16:45:31 <Samu> now a similar question 16:45:50 <Samu> what should be the behaviour of helicopters that have a pending replace and their closest hangar is in the other side of the world? 16:46:05 <andythenorth> too far 16:46:17 <glx> same, if the hangar is out of range, it's too far 16:46:26 <Samu> oh, but it's a one-time service 16:46:50 <glx> the player should place the hangars correctly 16:47:29 <nielsm> if the aircraft has a route between stations with no hangars, it can receive no service 16:47:31 <nielsm> very simple 16:47:33 <Samu> you're aware that autoreplace/autorenew would never happen then 16:47:41 <nielsm> yes that sure sucks for the player 16:47:44 <nielsm> they should have been less dumb 16:48:37 <glx> helistations exist for a reason ;) 16:50:19 <Samu> hmmm but one could argue that aircraft can go anywhere 16:50:57 <Samu> and this a one-time service, it not going into a service interval 16:51:02 <Samu> of 100 days 16:51:11 <Samu> but of 20 years or whatever their lifetime is 16:52:27 <nielsm> don't make vehicles go somewhere the player didn't want them to 16:53:33 <Samu> considering the current behaviour, it's gonna be a shift 16:53:59 <Samu> on master, they will go to the other side of the world for service/autorenew 17:04:21 <nielsm> if it was still possible to build a dos version of ottd (I'm not sure djgpp is updated with c++11?) I wonder if it would be possible to have it load and call the original music drivers... 17:04:26 <nielsm> (for the heck of it) 17:04:48 <Samu> hum... the helicopter situation is very delicate 17:05:47 <LordAro> i have no issues with weird situations (i.e. the only depot is on the other side of the map), if just should be consistent 17:06:49 <LordAro> if there was only one train depot on the whole map, you wouldn't be surprised when the train made a massive detour to go to it 17:07:01 <LordAro> repeat for all transport types 17:07:28 <Eddi|zuHause> IIRC servicing is skipped if the depot is too far away for trains 17:07:37 <Samu> but trains automatic servicing has a max cost 17:07:42 <Samu> yes what Eddi|zuHause said 17:08:06 <LordAro> well ok, aircraft should do the same 17:08:14 <LordAro> depending on what determines "too far" 17:08:45 <glx> I think too far should be the same as the distance check between airports 17:09:40 <Samu> it involves a lot of variables... the aircraft's own max range, the service interval being too short or too lengthy, the service at helipad setting, breakdowns enabled 17:10:11 <Samu> it's a mix of variables that would have to present an elegant behaviour 17:10:26 <LordAro> i don't think any of that is really relevant 17:10:32 <LordAro> just look at what trains do, and replicate it 17:11:01 <nielsm> step 1: ignore the "service at helipad" setting, pretend it's always disabled 17:11:01 <Samu> the own station having hangar or not 17:11:17 <nielsm> it's a bad hack introduced by ttdpatch which nobody should be using for new games 17:11:27 <LordAro> could remove the setting :> 17:11:39 <LordAro> everyone's always saying how there are too many settings 17:12:14 *** Gustavo6046 has quit IRC 17:12:42 <nielsm> you can still have landing at helipads reset the service counter if the setting is enablæed, just don't take the setting into account for service planning 17:12:59 <nielsm> i.e. don't send a heli to a helipad (with no hangar) for service 17:13:11 <glx> yeah makes sense 17:13:51 <glx> service order should need a real service 17:19:00 *** Gustavo6046 has joined #openttd 17:19:34 <andythenorth> hmm 17:19:39 <andythenorth> could add high-speed railtype 17:19:44 <andythenorth> curve speed bonus 17:19:47 <andythenorth> fancy appearance 17:19:55 <andythenorth> TMWFTLB? o_O 17:23:00 <Eddi|zuHause> andythenorth: just use nutracks? 17:25:55 <andythenorth> that too 17:26:02 <andythenorth> outsourcing 17:26:35 <andythenorth> unrelated: why does the aircraft stuff need changing? 17:28:33 <Samu> to fix #6493 17:30:36 <Samu> more specifically, what peter1138 wrote there 17:30:57 <Samu> the service interval is the cause 17:31:47 <Samu> but more problems arise when the service interval is no longer the issue, like going out of the way to depots on the other side of the world 17:35:05 <Samu> i'm more inclined into allowing them go around the world if it's a pending replace, but if it's only a service, keep them in-place unserviced 17:36:01 <Samu> or service based on DistanceSquare 17:37:02 <Samu> line 51 and 53 https://paste.openttdcoop.org/pungzsg9l#line-51 17:38:46 <Gabda> I've managed to do the town voronoi "map" :) 17:39:21 <Eddi|zuHause> via flood fill or via triangulation? 17:39:22 <Gabda> all that is left is make the code presentable, which is about twice the effort of the coding... 17:39:52 <andythenorth> oof 17:39:53 <Gabda> a type of floodfill 17:39:58 * andythenorth has had a horrible idea 17:40:07 <Eddi|zuHause> just one? 17:40:15 <andythenorth> well 17:40:25 <Gabda> I cannot find the method of triangulation on Manhattan distances 17:40:45 <Eddi|zuHause> Gabda: voronoi really only works with euclidean 17:41:55 <andythenorth> so one idea was that we just be done with ship pathfinding nonsense on open water 17:42:03 <andythenorth> and add tile-based sea routes 17:42:09 <andythenorth> we can already build canal on water, so eh :P 17:42:21 <andythenorth> but do them like roads, so companies can share 17:42:37 *** Thedarkb1-T60 has quit IRC 17:42:39 <Gabda> you have pay to pacify the ocean? 17:42:57 <Gabda> (on specific tiles) 17:43:23 <andythenorth> kinda 17:43:32 <andythenorth> that wasn't the horrible idea though 17:43:54 <Eddi|zuHause> andythenorth: that would work, but you would give up the really nice property of "just slap down docks and go" of ships 17:44:03 <andythenorth> yes 17:44:22 <Eddi|zuHause> which i would give -1 17:44:31 <andythenorth> it would only work if there was some kind of polyline tool, which I tried the patch for on rails, and dislike 17:46:15 <Gabda> Eddi|zuHause: I used something like the Fortune's sweep line algorithm 17:46:16 <Eddi|zuHause> andythenorth: it could work implicitly, upon changing ship orders, it calculates a path and then "builds" the ship path, then pathfinding only works on ship path tiles instead of open sea tiles 17:48:12 <Gabda> but I only kept the sweep line part 17:48:40 <Samu> pretending serviceathelipad doesn't exist is difficult... it is the main cause of this fix 17:48:49 <Gabda> fill everything where the line swept, and if a new town gets in, floodfill the already swept area 17:49:28 <Gabda> what functions should I use to measure the time of the filling? 17:49:39 <Samu> of this bug, i meant 17:50:18 <nielsm> Gabda: https://github.com/OpenTTD/OpenTTD/blob/master/src/framerate_type.h 17:50:33 <nielsm> you can add a temporary performance element there for your own testing 17:50:37 *** Vasatko has quit IRC 17:50:39 *** gelignite has joined #openttd 17:51:36 <Samu> canal water is too alike sea water 17:51:48 <Samu> would be hard to distinguish 17:51:55 <Samu> visually 17:52:48 <Gabda> nielsm: it works with one time events as well? 17:53:04 <Gabda> I only want to print a runtime into the console 17:53:33 <andythenorth> so the actual horrible idea 17:54:04 <andythenorth> give train + road + sea tiles a 'wear factor' byte 17:54:16 <andythenorth> degrade it statistically as vehicles pass over it 17:54:28 <andythenorth> and in the spec, allow for vehicles with a negative wear factor 17:54:41 <andythenorth> allow maintenance cost to read the wear factor 17:55:04 <andythenorth> and provide optional tables for things like speed limit vs. wear factor 17:55:21 <andythenorth> also allow modifying a consist breakdown chance on wear factor :P 17:55:59 <andythenorth> so 'normal' vehicles increase wear, but maintenance trains, snow ploughs, dredgers ettc reduce it 17:56:30 <Gabda> and wear factor for rail signals, and after some time, they give a wrong signal? 17:56:34 <andythenorth> :P 17:56:49 <andythenorth> I prefer nielsm's idea of requiring signal boxes :) 17:57:04 <Samu> buoys 17:59:09 <Gabda> Samu: how did you measure the time when you sent the ~5000 ships to the depot? 17:59:17 <nielsm> Gabda ah if it's not a repeating thing just do whatever I guess 17:59:18 <Gabda> with the built in framerate? 17:59:25 <nielsm> the <chrono> std header is decent 17:59:50 <Gabda> ok, thanks, I'll look into it 17:59:58 <nielsm> https://github.com/OpenTTD/OpenTTD/blob/master/src/framerate_gui.cpp#L196 18:05:36 *** HerzogDeXtEr has joined #openttd 18:10:12 <DorpsGek_II> [OpenTTD/OpenTTD] btzy commented on issue #7042: Use intrinsics for bit twiddling? https://git.io/fhKhm 18:10:59 <supermop_Home> why do lime kilns keep building on top of hills 18:14:10 <supermop_Home> andythenorth: give lime kilns an owner byte - every tick that the lime kiln is on top of the mountain increases a counter, when it reaches some value the manager has a nervous breakdown because he built his kiln in an inaccessible wilderness 18:14:34 *** frosch123 has joined #openttd 18:15:15 <andythenorth> oof 18:15:35 <andythenorth> supermop_Home: build canal locks up to them :P 18:15:40 <andythenorth> ships don't feel the gradient 18:19:24 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7111: Codechange: Rework automatic service for helicopters (#6493) https://git.io/fhKhu 18:19:43 <Samu> i tried to explain the best I could 18:19:51 <Samu> what do you say? 18:21:01 <Samu> my english needs fixing 18:21:03 <Samu> i be 18:21:06 <Samu> lieve 18:21:34 <Samu> yeah, terrible terrible english 18:25:55 <Eddi|zuHause> Gabda: we used to have TIC and TOC 18:27:57 *** Thedarkb1-T60 has joined #openttd 18:28:45 <Samu> just edited with better english, hopefully it's clearer 18:28:45 <nielsm> made some more recordings from dosbox and my code and aligned them: https://0x0.st/sC6_.ogg 18:28:59 <nielsm> also timestretched my output a bit to match them better 18:29:13 <nielsm> I think they're close enough to identical, so might clean up for PR soon :P 18:29:45 <supermop_Home> I really just need PS, ID and illustrator for a couple days to put together this donut kiosk design package 18:30:04 <supermop_Home> i guess i could just do it after hours at the office 18:31:12 <Samu> damn it, i always forget this aircraft_cmd.cpp:448:139: warning: '&&' within '||' [-Wlogical-op-parentheses] 18:33:31 <nielsm> it's a warning because nobody can ever remember which of those binds tighter 18:34:04 <nielsm> so everyone puts parentheses around the subexpressions to make their own intention clear and make sure they don't get bugs for misremembering 18:35:44 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7111: Codechange: Rework automatic service for helicopters (#6493) https://git.io/fhKhu 18:36:07 <Samu> fixed 18:37:18 *** Simons_Mith has joined #openttd 18:38:05 <Simons_Mith> Looking at interest rates/inflation... 18:38:19 <Simons_Mith> It says: 18:38:23 <Simons_Mith> void StartupEconomy() { _economy.interest_rate = _settings_game.difficulty.initial_" target="_blank">game.difficulty.initial_" target="_blank">game.difficulty.initial_" target="_blank">game.difficulty.initial_interest; _economy.infl_amount = _settings_game.difficulty.initial_" target="_blank">game.difficulty.initial_" target="_blank">game.difficulty.initial_" target="_blank">game.difficulty.initial_interest; _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_" target="_blank">game.difficulty.initial_" target="_blank">game.difficulty.initial_" target="_blank">game.difficulty.initial_interest - 1); 18:39:09 <peter1138> Evening. 18:39:28 <Simons_Mith> In english, inflation rate in% = interest rate in %, inflation rate for payments = interest rate -1 in % 18:40:02 <Simons_Mith> So if you've got an interest rate of 2%, doesn't that make the game harder than if you had interest rate of say 8% 18:40:22 <peter1138> Yes. 18:40:38 <Simons_Mith> That doesn't seem fair 18:40:45 <nielsm> harder in the late game, easier in the early game 18:41:02 <nielsm> since interest rate usually only matters in the first few years 18:41:41 <peter1138> It's a bug in the original game, I guess. Easy settings make inflation hard, hard settings make inflation easier... 18:42:02 <Simons_Mith> When do you count 'late' game as starting? 18:42:16 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7108: Feature: Group liveries, and livery window usability enhancements. https://git.io/fhKjn 18:42:22 <Simons_Mith> I'd have said after 75 years at least 18:43:29 <peter1138> model name : Intel(R) Core(TM)2 Duo CPU P7450 @ 2.13GHz 18:43:35 <peter1138> I could do with a better laptop :/ 18:44:07 <Simons_Mith> I just tried a 1800s game with 2% interest rates and inflation on, and those settings started to hurt after just 25 years 18:44:21 <peter1138> Yup. 18:44:27 <nielsm> I should probably go import the dbopl.cpp emulator instead, it doesn't make stupid DC offsets the ken silverman one does... https://0x0.st/sC6Y.png 18:44:39 <Eddi|zuHause> yeah, don't play with interest rates before 1920 18:44:49 <peter1138> nielsm, you can filter the DC offsets quite easily, IIRC. 18:45:01 <peter1138> Most people play with inflation off. 18:45:08 <Eddi|zuHause> you need technological advancement to combat the inflation 18:45:08 <nielsm> peter1138 sure, but the dbopl emulator is probably more accurate regardless 18:45:16 <Gabda> Eddi|zuHause: TIC TOC works fine. How can I interpret the outcome? 5,3 million is small? 18:45:20 <peter1138> It should probably be changed to be more useful. 18:45:23 <Simons_Mith> Indeed. Or fix the bug. 18:45:32 <Eddi|zuHause> Gabda: no idea 18:46:24 <Borg> peter1138: what inflation is suppose to do? to the gameplay? 18:47:06 <Samu> inflation is fine if every company starts at the same date 18:47:24 <Samu> but if one picks up in the middle of a game session, it sucks 18:47:27 <Borg> I never use it personaly... 18:47:33 <Simons_Mith> I was pondering making interest rates variable in-game, y'see. 18:47:59 <Simons_Mith> I also know about the 170-year cutoff, because prices get too out of whack 18:48:40 <peter1138> Bah, laptop powered off :/ 18:48:41 <Eddi|zuHause> @calc (1.04/1.03)**170 18:48:41 <DorpsGek> Eddi|zuHause: 5.16820201339 18:48:49 <Eddi|zuHause> @calc (1.02/1.01)**170 18:48:49 <DorpsGek> Eddi|zuHause: 5.33821002416 18:48:51 <peter1138> Borg, it adjusts costs to make the game harder later. 18:48:54 <Simons_Mith> But if youtook out the -1 in the infl_amount_pr, payments and prices would grow at the same rate and inflation would be mostly cosmetic# 18:49:05 <peter1138> Simons_Mith, quite. 18:49:07 <Eddi|zuHause> the long term difference isn't really that big 18:49:10 <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 requested changes for pull request #7110: Add: more options for translators https://git.io/fhKjr 18:49:30 <peter1138> I think it could be fixed by making one of the rates fixed, and the other variable. 18:49:49 <peter1138> So the difference is larger on hard settings. 18:49:54 <Borg> peter1138: hmm an idea.. instead of inflation... reduce payments slowly? 18:50:01 <peter1138> Although, I don't think those easy/hard settings exist any more :p 18:50:07 <Borg> so prices will stay the same... but game gets harder and harder 18:50:13 <Eddi|zuHause> there should also be a loan interest that is higher 18:50:36 <peter1138> Yeah, loan interest is silly. 18:50:54 <nielsm> nah you do want to increase costs rather than decrease payments, otherwise you get rounding errors becoming significant in payments 18:51:26 <peter1138> ^ 18:51:38 <peter1138> Yeah, our money values are integers. 18:51:45 <Borg> ah.. 18:51:46 <Borg> ok 18:51:46 <peter1138> You'd end up earning nothing. 18:52:26 <Eddi|zuHause> there was once a stock market in milan which crashed, because they used round down on everything, instead of common "balanced" rounding rules 18:52:28 <Simons_Mith> Can gamescripts change interest rates yet? 18:52:46 <Eddi|zuHause> don't think so 18:52:54 <nielsm> if you have inflation in costs and inflation in earnings pulse around an average at different rates maybe you'd get something slightly more interesting? 18:53:12 <nielsm> (~~biorhythms~~) 18:53:59 <peter1138> Yeah, variable rates would be cool. 18:54:05 <Simons_Mith> Yeah. 18:54:31 <peter1138> The only thing is that in the real world, the transport company decides how much to charge. 18:54:34 <frosch123> LordAro: nielsm: when you add newgrf stuff, please document it: https://newgrf-specs.tt-wiki.net/wiki/Main_Page 18:55:03 <nielsm> did I ever manage to get a working login... 18:55:03 <Simons_Mith> I think I'd also increase the granularity on the interest rates to 1/4%. 18:55:05 <nielsm> not sure 18:55:41 <peter1138> Interest rates could probably be based on 100x values? 18:55:46 <peter1138> So 1 = 0.01 18:56:00 <peter1138> Pretty fine grained then, maybe too much. 18:56:07 <nielsm> ppm 18:56:22 <nielsm> or just promille 18:56:22 <Simons_Mith> We use 1/4s nowadays, that probably fine enough 18:56:47 <peter1138> We do for bank interest rate, but if you wanted something based on stock markets... 18:57:17 <Simons_Mith> I was thinking, start a game in the 1800s, interest rate 1-2%, inflation 1+1/4 to 2+1/4 18:57:35 <Simons_Mith> Interest rates change only every few decades, maybe 18:57:46 <Simons_Mith> Then things speed up a bit after 1950 say 18:57:57 <Simons_Mith> and theres more and finer fluctuation 18:58:11 <nielsm> I'd say fixed values throughout the game, but a GS API to control them 18:58:51 * peter1138 recompiles and hopes the laptop doesn't turn off this time. 18:59:11 <peter1138> nielsm, agreed. 18:59:16 <Simons_Mith> But can't you only have one Gamesctript? Shame if you want Villages is Villages and 'realistic' interest 18:59:25 <peter1138> Yeah, that's a slight bummer. 18:59:55 <peter1138> GS is the right way forward though. 19:00:28 <Simons_Mith> Oh, that reminds me, on Gamescripts 19:00:51 <Simons_Mith> You can only have one GS, because we assumme there's a risk they'll conflict 19:00:54 <frosch123> Simons_Mith: when gs was designed, we expected people would start to combine multiple gs into one, like a "gs pack". but noone ever did that 19:01:31 <Simons_Mith> What if you could suspend a GS and then turn another one on? 19:01:31 <peter1138> if it's possible to run multiple GS, maybe we should allow it, but let users pick up the pieces? :p 19:01:52 <Simons_Mith> Say you run Villages is villages 11 months out of the year 19:02:13 <Simons_Mith> in the 12th month you run the mission GS or something 19:02:18 <peter1138> Not really the point, you'd still have one GS fiddling with things the other GS doesn't know about. 19:02:25 <peter1138> It's not that they can't run concurrently. 19:02:56 <Simons_Mith> Yeah, but if you have a GS that only fiddles with one tiny thing, then it can fiddle, then go back to sleep again 19:02:58 <Gabda> Eddi|zuHause: tried chrono as well, although it is subjective, the creation of the "closest town map array" it took: 512x512 map (400 towns) 1.8 ms; 1024x1024 (800 towns) 8 ms; 1024x1024 (1600 towns) 17 ms. 19:03:12 <peter1138> You can do that with them running at the same time. 19:03:15 <Simons_Mith> Not all GSs would conflict 19:03:27 <peter1138> AIs are capable of running 'concurrently' 19:03:40 <peter1138> Woo, it built this time :D 19:03:46 <Eddi|zuHause> Gabda: that sounds fine, if it doesn't have to be fully recalculated during the game 19:03:54 <nielsm> there's no way to know whether two GS would conflict, apart from some terrible kind of "capabilities declaration" 19:04:19 <nielsm> and that would probably also cause false positives and false negatives 19:04:23 <Gabda> it only have to be corrected when a new town is founded (but not recalculated) 19:04:30 <Eddi|zuHause> Gabda: main problem is usually adding/removing towns, mostly in the scenario editor 19:04:31 <Simons_Mith> Give AIs greater powers? that does blur the difference between an AI and a GS though 19:04:44 <peter1138> AIs are players, though. 19:04:48 <Gabda> and I don't know if it is possible, but it have to recalculated if a city gets deleted 19:04:52 <nielsm> an AI must not be able to do anything a human player can't 19:05:04 <Gabda> so it is possible 19:05:14 <Simons_Mith> Why not? 19:05:19 <Eddi|zuHause> Gabda: but a voronoi partition can be done incremental, so adding/removing only affects a small area 19:05:36 <Simons_Mith> Actually, humans can cheat, so AIs should be permitted to as well 19:05:38 <peter1138> They're AIs, they play a company. 19:05:56 <peter1138> If you want an "AI" that modified the game behaviour, then we have that, but we call them gamescripts. 19:06:11 <Simons_Mith> But you can only have one Gamescript at a time 19:06:14 <peter1138> Yes. 19:06:31 <peter1138> It's better to allow multiple GS than to mess about allowing AI to do things players can't do. 19:06:43 <Eddi|zuHause> Simons_Mith: you must modify the gamescripts into libraries to run multiple 19:06:45 <nielsm> a gamescript controls the rules of the game, an AI plays by the rules set forth 19:06:48 <peter1138> Ultimately, allowing the AI to do these things will just end up with AIs conflicting as well. 19:07:13 <Simons_Mith> We already have e.g. TownCars, a trees AI and so on, 19:07:35 <Simons_Mith> There are a reasonable number of non-competing AIs with tighly-defined behvaours 19:07:49 <peter1138> Yeah but that's all stuff players CAN do. 19:07:57 <Simons_Mith> And you have to manually cheat them cash so they can do their thing anyway 19:08:16 <peter1138> That makes it worse, not better. 19:08:26 <Simons_Mith> I'm just want to automate the cheating part 19:08:43 <peter1138> I'd like to see a PR that allows multiple gamescripts. 19:08:49 <peter1138> (Not saying it'd be accepted) 19:09:05 <peter1138> But that's definitely preferable to mucking about with AIs. 19:09:36 <Simons_Mith> OK, but let's pick Towncars as an example 19:09:56 <nielsm> it plays by the rules of the game, it just doesn't play to win 19:10:14 <Samu> PeterN commented 2 days ago 19:10:14 <Samu> I think this is too big with too many changes. Should be split into separate PRs. 19:10:26 <Samu> but then... andythenorth exists 19:10:29 <Samu> :| 19:10:33 <Simons_Mith> Why not: Turn cheat mode on for TownCars, than let TownCars give itselfs 10,000,000s? 19:11:05 <Simons_Mith> This is kind of a halfway house between a GS and an AI 19:11:25 <Simons_Mith> Not suitable for competitive AIs, but quite useful for e.g. Towncars, road builder AIs etc. 19:11:26 <peter1138> Why not improve GS, instead of adding bodges for AIs. 19:11:48 <Simons_Mith> There's more AIs already written 19:12:08 <andythenorth> co-operative multi-tasking GS :P 19:12:09 <andythenorth> oof 19:12:13 <peter1138> Have a GS that dishes out money to a TownCars AI, for example... 19:12:20 <andythenorth> did I miss a memo? 19:12:35 <Gabda> Eddi|zuHause: deleting a town seems trickier. the info on closest town is important in the scenario editor as well? 19:12:41 <peter1138> andythenorth, just trying to work out a solution that isn't a bodge. 19:12:59 <Simons_Mith> but you still need two GS script slots - one for the Sugar Daddy GS, one for whatever else. 19:13:05 <peter1138> Yes, so? 19:13:13 <peter1138> 19:08 <@peter1138> I'd like to see a PR that allows multiple gamescripts. 19:13:14 <andythenorth> GS is pretty crippled 19:13:18 <andythenorth> due to only one 19:13:23 <andythenorth> and more than one is crippled 19:13:26 <andythenorth> due to you know 19:13:27 <Eddi|zuHause> Gabda: a scenario is a savegame, so it should contain all the information 19:13:27 <andythenorth> computing 19:13:28 <andythenorth> scope 19:13:33 <andythenorth> proper domain 19:13:34 <andythenorth> etc 19:13:51 <Samu> create GS's like they're libraries 19:14:54 <peter1138> andythenorth, you could've made a quick screenshot of the livery window changes while you were at it, eh? 19:15:02 <Eddi|zuHause> Simons_Mith: really, just convert the GS into a library, then you can make a "Master" GS that calls both GS, and all the conflict resolution is in the hands of the programmer 19:15:08 <peter1138> andythenorth, instead of forcing me to download and compile it here, in gloomy Wiltshire... 19:15:09 *** Thedarkb1-T60 has quit IRC 19:15:27 <andythenorth> Wiltshire is lovely 19:15:31 *** Thedarkb1-T60 has joined #openttd 19:15:33 *** Wormnest has joined #openttd 19:15:42 <andythenorth> you want me to screenshot? 19:15:45 <andythenorth> I'm only playing tanks 19:15:45 <Eddi|zuHause> Simons_Mith: do not burden the user with figuring out whether two GS can be run combined 19:15:57 <peter1138> Ok, group-livery is not actually working properly at the moment. Damn it, wtf. 19:16:28 <andythenorth> what broke? 19:16:39 <Simons_Mith> Eddi: Currently that burden is avoided by not letting 'em do it at all. 19:16:59 <nielsm> the solution is to make a GS library that knows how to recognize silly AIs and to give them free money, and then petition other GS authors to call that GS lib 19:17:10 <peter1138> Urgh, I hadn't fetched from my origin, so it grabbed an ancient version :/ 19:17:28 <nielsm> letting AIs cheat on their own volition is not acceptable and I will fight any PR that wants to allow that 19:17:40 *** Thedarkb1-T60 has quit IRC 19:17:54 <peter1138> And wouldn't be allowed in multiplayer. 19:18:03 <Simons_Mith> neilsm Quite a lot of people use AIs as helpers, 19:18:06 *** Thedarkb1-T60 has joined #openttd 19:18:17 <nielsm> yes and so what? 19:18:26 <Samu> https://github.com/OpenTTD/OpenTTD/issues/6452 gonna try work on a better fix than just disabling the reset button 19:18:33 <nielsm> changing the rules of the game is the domain of game scripts 19:18:53 <Simons_Mith> Unfair and inappropriate to lump 'Helper' AIs with competing AIs. 19:19:10 <Simons_Mith> They are a halfway house between a GS and an AI 19:19:13 <peter1138> I don't understand why it's better to add bodges for AIs instead of improving GSs. 19:19:15 <nielsm> AI should not have been a scripting system running inside the game engine, but a separate network client that connects to a network server 19:19:36 <nielsm> so they can do nothing but play by the rules of the game 19:19:50 <peter1138> nielsm :) 19:19:53 <andythenorth> bot 19:20:07 <peter1138> Only issue with that is knowledge of game state. 19:20:17 <andythenorth> well that's easy 19:20:27 <andythenorth> just run them in an openttd client, but using a special scripting API 19:20:33 <andythenorth> solved 19:20:45 <peter1138> andythenorth, you could run them in an already running openttd instance, maybe. 19:20:47 <Simons_Mith> Twenty minutes' work, right? 19:20:51 <andythenorth> that was my thinking peter1138 19:21:02 <andythenorth> why do we need helper AIs? 19:21:14 <andythenorth> peter1138: also snow on tracks and crap 19:21:17 <andythenorth> unrelated idea 19:21:20 <peter1138> We've wasted longer than 20 minutes arguing against meddling with AI abilities. 19:21:33 <andythenorth> snowploughs, dredgers, etc 19:21:35 <peter1138> Hidden railtypes? 19:21:42 <andythenorth> 'wear and tear' counter 19:21:42 <peter1138> Hmm, should I go get a cider? 19:21:47 <andythenorth> probably 19:21:55 <peter1138> It's 750ml. 19:22:00 <peter1138> But it's from Aldi, so it's probably naff. 19:22:05 <Simons_Mith> Cider doesn'ty go with popcorn 19:22:07 <nielsm> Simons_Mith exlain why an AI assiting a player in some way should be allowed to do thing the player would not be able to (assuming the player is not touching ctrl-alt-c) 19:22:09 <andythenorth> vehicles have a wear and tear factor, can be +ve or -ve 19:22:14 <andythenorth> save it in the tile 19:22:24 <peter1138> I didn't bring any popcorn, though I almost did :/ 19:22:25 <andythenorth> use it for silly things 19:22:31 * andythenorth very tanks 19:22:52 <Simons_Mith> neilsm: because many people play OpenTTRD as a sandbox 19:23:02 *** Gabda has quit IRC 19:23:02 <peter1138> So now I'm recompiling with the current version of group-livery, to make a screenshot, cos andythenorth didn't ;( 19:23:11 *** Alberth has left #openttd 19:23:31 <nielsm> those players can write their own gamescript then 19:23:38 <peter1138> Seriously we will not ever add features to allow the AI to cheat. 19:23:49 <Eddi|zuHause> Simons_Mith: "sandbox" is easy: load a price newgrf and set all factors to 0 19:23:52 <peter1138> But GS improvements are welcome. 19:23:57 <peter1138> ^ 19:23:59 <nielsm> if you're playing sandbox then use basecosts grf to set all costs to zero 19:24:26 <Simons_Mith> How does cost=0 let you bulldoze an industry? 19:24:47 <Simons_Mith> How does cost=0 let you make change over a large map? 19:24:48 <peter1138> Woah, where did bulldozing an industry come into it? 19:25:12 <Simons_Mith> Kind of thing you might be doing in a sandbox game, and want an AI to help you with 19:25:12 <Eddi|zuHause> Simons_Mith: there is no way, ever, that an AI will be allowed to destroy industries 19:25:28 <Eddi|zuHause> Simons_Mith: if you want to do that, just press ctrl+alt+c 19:25:42 <Samu> AIs can't really do everything humans do 19:26:09 <Samu> they can't retrieve refitted capacity of engines 19:26:28 <andythenorth> peter1138: it's a hard knock life, but you have Lidll cider, right? 19:26:32 <andythenorth> and I did offer :P 19:26:41 <peter1138> andythenorth, please do it. This laptop is shit. 19:26:44 <Samu> but they can if the vehicle actually exists (bought vehicle) 19:26:44 <andythenorth> ok 19:26:45 <peter1138> And it's Aldi. 19:26:52 <andythenorth> should I cook chicken 19:26:53 <andythenorth> ? 19:27:00 <peter1138> Unless you prefer it raw? 19:27:16 <peter1138> Samu, issue/PR? :p 19:27:19 <andythenorth> oops I need a new game 19:27:27 <Eddi|zuHause> can Aldi and Lidl even survive brexit? 19:27:28 <andythenorth> my groups are called 'Red', 'Orange' etc 19:27:31 <andythenorth> which is confusing 19:27:53 <andythenorth> peter1138: https://www.tt-forums.net/viewtopic.php?p=1217795#p1217795 :P 19:27:56 <peter1138> Eddi|zuHause, of course, we'll just have to pay more. 19:28:17 <peter1138> andythenorth, yeah... I need the livery window itself :p 19:28:32 <andythenorth> I know, I just wanted to show off the rainbow 19:28:33 <Samu> AIs can't plan in advance, and most of what AI's do is plan in advance 19:28:35 <andythenorth> 'skittles patch' 19:28:38 <peter1138> :D 19:28:40 <andythenorth> 'taste the rainbow' 19:28:46 <peter1138> Why can't AIs plan? 19:28:47 <Samu> well they can, but not as well as humans 19:29:01 <peter1138> That's down to the ability of an AI writer to actually write an AI. 19:29:14 <peter1138> Of course, that's Hard problem, which is why we delegated it to user scripts :p 19:29:18 <Samu> because they can't retrieve correct costs, correct cargo capacities, 19:29:27 <peter1138> Ok 19:29:43 <peter1138> I'm glad all these deficiencies are documented and reported. 19:29:46 <Samu> i can't get the cost of an engine refited to xx cargo 19:29:53 <Eddi|zuHause> peter1138: but not paying more is the entire point of these things? 19:29:58 <Samu> unless i buy the vehicle and refit it 19:30:07 <peter1138> Eddi|zuHause, no, the point is BREXIT MEANS BREXIT AND WE'RE LEAVING 19:30:11 <peter1138> Or something 19:30:12 <Samu> but if i buy the vehicle, im no longer planning, im wasting money 19:30:13 <peter1138> I dunno. 19:30:24 <peter1138> SOVERIGNTY! 19:30:52 <Eddi|zuHause> because of a <2% margin? 19:30:57 <peter1138> Samu, how does a player know how much it'll cost to refit without buying? 19:31:16 <Eddi|zuHause> which is technically smaller than the measurement error? 19:31:27 <peter1138> Eddi|zuHause, THE WILL OF THE PEOPLE 19:31:28 <Samu> players know in advance 19:31:39 <Eddi|zuHause> also, the referendum wasn't binding in the first place 19:31:41 <peter1138> MAJORITY SPOKE! 19:31:41 <nielsm> show me where it's displayed 19:31:46 <peter1138> Samu, why? How do they know? 19:32:06 <Simons_Mith> Yes, all 70% of 52%! 19:32:07 <Samu> by memory 19:32:16 <Samu> not really by the game telling it to you 19:32:18 <nielsm> you mean to say an AI cannot remember things? 19:32:22 <peter1138> Eddi|zuHause, I'm obviously being sarcastic, I have no answer for you. 19:32:45 <peter1138> Pretty sure AIs can remember way more stuff than I can. 19:33:10 <peter1138> Hmm, what to have for dinner. 19:33:24 <peter1138> I'm thinking fish & chips (oven cooked from the freezer, not a takeaway) 19:33:29 <Eddi|zuHause> i have leftover bolognese 19:33:34 <Samu> yes, but they have to buy the vehicle in the first place 19:33:34 <Samu> humans don't have to 19:33:39 <Simons_Mith> Some poor blighter has to code it though 19:33:39 <nielsm> the AI would just have to check if it has seen the refit costs for a vehicle before, and work with that knowledge if it has it, and otherwise take a gamble 19:33:39 <nielsm> (and learn) 19:33:49 <nielsm> yes humans do 19:33:49 <peter1138> Samu, what do humans do instead? 19:34:03 <Simons_Mith> Teahing an AI o read the OTTD wiki would be a real challenge 19:34:03 <peter1138> Or do you mean we're able to remember it from a previous game? 19:34:08 <peter1138> (Cos I bloody well don't) 19:34:30 <Samu> well humans know in advance that for example, an aircraft reffited to goods, will have 1/4 capacity 19:34:44 <peter1138> Samu, is that always the case? 19:34:54 <peter1138> If it is, then why can't an AI know that? 19:34:59 <Samu> if an AI wanna get the reffited capacity of an aircraft to goods, it can't know in advance 19:35:34 <Simons_Mith> If I was coding an AI, I think I'd buy-refit-sell and get the price that way 19:35:40 <Samu> because of NewGRFs which could alter these per vehicle set 19:35:47 <peter1138> Damn it, I should've brought that popcorn. 19:35:55 <Simons_Mith> If you sell a vehicle immediately you get pretty much full money back 19:36:02 <peter1138> Samu, but how would the player know that in advance then? 19:36:15 <Samu> by having played in previous games, oh come on 19:36:21 <Samu> you know what I mean 19:37:03 <nielsm> the AI needs to be coded to take a gamble that it will get a useful result 19:37:08 <peter1138> What if they've never played that set before? 19:37:14 <nielsm> and whether it's useful or not, keep whatever it learned in memory 19:37:19 <peter1138> What if they've not played it for a while and simply don't remember it all? 19:37:33 <Simons_Mith> What if it's changed since last time? 19:37:37 <Samu> :| 19:37:41 <nielsm> let the AI access the readme.txt and parse it! 19:37:54 <peter1138> Samu, btw, I'm not saying the AI shouldn't be able to get these costs. 19:38:00 <nielsm> oh wait, nobody ever puts useful info in readme.txt 19:38:07 <peter1138> nielsm, usually not :-) 19:38:28 <Simons_Mith> TBH, if the AI could get all that stuff, I'd like to have an AI that extracted all the info and gave it to ME 19:38:30 <peter1138> Samu, but you know, maybe make some feature requests. 19:38:54 <peter1138> And yeah, if the AI can get the costs, then it'd be useful for players too. 19:39:01 <nielsm> afaik newgrf can control the refit costs of a vehicle based on CB can't it? so they may vary from time to time 19:39:02 <peter1138> I'm not sure if it's possible due to how the callbacks work, mind you. 19:40:14 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7108: Feature: Group liveries, and livery window usability enhancements. https://git.io/fh6vZ 19:41:04 <andythenorth> ^^ 19:41:06 <andythenorth> profit 19:41:10 <Samu> there is an AI library that "learns" engine capacity, refit costs of vehicles, but what it actually do is waste money... it needs money in advance to learn them 19:41:25 <andythenorth> that livery icon...sucks :P 19:41:26 <Samu> it's a meh... method imo 19:41:46 <Samu> if money is of concern for planning, this is a bad solution 19:42:00 <Borg> Samu: wait.. does GS doesnt have Test mode? with will return how much it spent? 19:42:24 <nielsm> so write an AI that takes a gamble the first time it sees a potentially useful vehicle!! 19:43:15 <nielsm> because that's sure what I do 19:43:17 <andythenorth> AI json manifest 19:43:27 *** CZTR has joined #openttd 19:43:36 <Samu> yes, but that test mode for refit, for example, requires you to already have it bought 19:44:10 <Eddi|zuHause> machine-readable AI-Wiki interface 19:44:54 <Samu> and to learn the new capacity, you really have to pay the refit cost, if you sell it after, the refit cost will ... cost you 19:44:54 <Eddi|zuHause> TODO: figure out how to add cloud and blockchain 19:45:09 <Samu> not good for planning mode 19:45:16 <Simons_Mith> If you buy and then sell straight back, you get pretty much a full refund, don't you? 19:45:34 <nielsm> Samu: you're just completely ignoring what I'm suggesting aren't you? 19:45:38 <andythenorth> Eddi|zuHause: data lake 19:45:51 <Simons_Mith> What proportion of refits have non-zero cost>? 19:45:58 <Eddi|zuHause> of course, wiki interface doesn't only mean reading, but also writing 19:46:09 *** Thedarkb1-T60 has quit IRC 19:46:25 <Samu> what am I ignoring, sorry must have missed it 19:46:27 <Eddi|zuHause> Simons_Mith: i'd say most of them, unless the set was designed for autorefit 19:47:11 <nielsm> Samu: you're ignoring my suggestion that an AI should buy a vehicle on the chance it is useful, and then make the best possible of it even if it's not the very best choice 19:47:18 <nielsm> human players do that all the time 19:48:14 <nielsm> not buying it to learn the refit costs but buying it to use it to actually run the route 19:48:26 <nielsm> and learn the refit costs/etc along the way 19:48:47 <nielsm> (the purpose of buying that model is not to learn about it but to use it) 19:48:52 <Samu> hmm the usual problem is starting up, but I see what you mean 19:49:07 <nielsm> "this looks good enough" 19:49:56 <nielsm> "perfect" is the enemy of "good enough", or however you say 19:50:26 <Samu> was trying to make the best out of a budget of £100k 19:50:30 <Samu> loan 19:50:44 *** Thedarkb1-T60 has joined #openttd 19:51:26 *** Thedarkb1-T60 has joined #openttd 19:53:39 <Simons_Mith> Eh, time for fud I think. Before I go, neilsm: "<nielsm> letting AIs cheat on their own volition is not acceptable and I will fight any PR that wants to allow that" 19:53:58 <Samu> it was when I discovered the refit issues. my ai at the moment is starting suboptimal with aircraft mail cargo 19:54:26 <Simons_Mith> But presumably if there was a checkbox /controlled by the player/ that said, 'Permit this AI to use cheats'. that'.... merely ugly? 19:54:48 <nielsm> no, write a gamescript for it 19:55:24 <Simons_Mith> many gamescripts, then 19:55:52 <Eddi|zuHause> i feel like we're going in circles. 19:56:11 <Eddi|zuHause> and you're requesting things that are already possible, just not in the exact way you want it 19:56:33 <nielsm> I don't think it would be a difficult change to let multiple GS be loaded at once (except perhaps contention for storybook and goals?) 19:58:04 <Simons_Mith> I'm looking at writing this stuff myself, but thre's no point if it's too far at variance with the preferences of the key devs 19:58:35 <Simons_Mith> You've been helpful in that repsect 19:59:24 <Simons_Mith> GS extenstion is probably beyond my current skill tho 19:59:35 <Simons_Mith> As is correct typing 19:59:45 <nielsm> yes you're spelling my name wrong :( 19:59:47 <Simons_Mith> [cold hands] 20:00:05 <Simons_Mith> Sorry! 20:01:04 <Eddi|zuHause> man, my sense of time is totally broken today 20:01:38 <frosch123> nielsm: there are many things which are currently global, but would to be per-gs 20:01:50 <frosch123> like cargo-monitors, storybook, goals, ... 20:03:43 *** Simons_Mith has quit IRC 20:06:58 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7110: Add: more options for translators https://git.io/fhKba 20:10:50 <andythenorth> so is there a var for CC being used? 20:10:52 * andythenorth looks 20:14:34 <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 approved pull request #7110: Add: more options for translators https://git.io/fh6fS 20:15:59 <nielsm> hmm this is annoying, the first time the music loop is called, the client settings config is not loaded so _settings_client.music.playing is false by default so music never starts on title screen 20:16:15 <nielsm> is there a way to detect if config is actually fully loaded? >_> 20:16:51 <andythenorth> hmm, no documented var for vehicle colour 20:17:02 <andythenorth> 80+ o_O 20:17:28 <andythenorth> nope, no var 20:17:36 <frosch123> nielsm: there is a bool parameter to LoadFromConfig 20:17:45 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7110: Add: more options for translators https://git.io/fhKba 20:17:53 <frosch123> andythenorth: var 43 iirc 20:17:54 * andythenorth trying to make custom liveries, selected by the group livery 20:18:12 <nielsm> frosch123 but that's not where I am, I'm inside MusicLoop() 20:18:28 <andythenorth> oh yes var 43 :) 20:18:40 <nielsm> between the calls to LoadFromConfig(true) and LoadFromConfig(false) 20:19:38 <andythenorth> so maybe this is the way to do liveries :) 20:19:51 <frosch123> nielsm: maybe _window_system_initialized ? 20:20:00 <andythenorth> I can't find a single person who says more than 'no' to my ctrl-click counter idea :P 20:20:18 <TrueBrain> hell no 20:20:20 <TrueBrain> there you go 20:20:32 <andythenorth> so choosing the livery can set the gearing on the train :D 20:20:35 <andythenorth> makes sense, right? 20:20:42 <andythenorth> red faster than blue 20:20:43 <frosch123> andythenorth: try to find a solution that works for more people than just you 20:20:58 <andythenorth> frosch123: I don't know any other people :P 20:21:17 <andythenorth> I'm also all out of modifier keys :P 20:21:33 <TrueBrain> if things are red, it just means they are moving away from you. Blue means they are approaching (most likely rapidly) 20:21:36 <TrueBrain> not sure what you are on about :P 20:21:46 <andythenorth> I just want to click on a train and have it cycle through sprite options :P 20:21:49 <andythenorth> somehow 20:22:34 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling https://git.io/fh6JY 20:22:58 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling https://git.io/fh6JO 20:23:29 <Eddi|zuHause> TrueBrain: there was once a question: "how fast do you need to go so a red traffic light appears green to you?" 20:24:27 <TrueBrain> simple, never; as by the time you reach speeds that would cause that, you created tons of other problems that most likely would mean the end of life as we know it :P 20:24:28 <andythenorth> hmm 20:24:43 <andythenorth> so if modifier-click is not going to happen 20:24:51 <andythenorth> how about a dropdown menu on every vehicle? 20:24:56 <andythenorth> I'll mockup 20:25:08 <TrueBrain> oh-oh 20:25:12 <glx> nielsm: you can make the loop wait for a signal maybe 20:28:27 <andythenorth> here we go, let's do this https://dev.openttdcoop.org/attachments/download/9258/vehicle_options.png 20:29:21 <andythenorth> dunno what's on the menu options 20:29:25 <andythenorth> all the important things I guess 20:29:35 <andythenorth> sprite, cb36 stuff etc 20:29:39 <glx> how long does it take for eints to detect an new english.txt ? 20:29:49 <andythenorth> still needs some kind of counter byte so it knows what sprite to use :P 20:29:57 <andythenorth> there are some user bits somewhere? 20:39:51 <peter1138> Well, that was silly. Turns out there was no fish after all. 20:40:06 <glx> only chips ? 20:40:08 <andythenorth> oh dear 20:40:36 * andythenorth found chicken nuggets 20:41:42 <peter1138> I went out and got some, heh. 20:41:54 <peter1138> There was some fishcakes but they're pretty horrible I find. 20:42:53 <peter1138> Thanks for the screenshots andythenorth. 20:43:36 <peter1138> And then RGB colours ;) 20:43:45 <Pikka> mmm, fish 20:43:48 *** Pikka has quit IRC 20:44:06 <andythenorth> pikka never sleeps 20:44:19 <peter1138> Oh well. At least we won't be bodging AIs tonight. 20:44:34 <andythenorth> we can bodge this instead? o_O https://dev.openttdcoop.org/attachments/download/9258/vehicle_options.png 20:45:01 <peter1138> Oh gods... 20:45:49 <peter1138> So anyway, the chips in the freezer, a portion size is 125g. However they are chunky chips. 20:45:56 <glx> per vehicle livery ? 20:46:01 <peter1138> So I measured out a portion, and it was... about 3 chips. 20:46:19 <peter1138> So I said screw that and filled half the baking tray instead. 20:46:23 *** snail_UES_ has joined #openttd 20:46:36 <Eddi|zuHause> these "portions" never seem to make sense 20:46:38 <andythenorth> per vehicle arbitrary settings 20:46:42 <peter1138> This is not good for calorie control, I might as well have got takeaway. 20:46:56 <andythenorth> add lettuce 20:47:03 <andythenorth> very filling, not much calorie 20:47:04 <peter1138> Eddi|zuHause, they usually very small. As if intended to make everything look healthy. 20:47:05 <Samu> peter1138 did you find your helicopter service fix? 20:47:11 <peter1138> Samu, no. 20:47:38 <Samu> ok :| take a look at mine if you have time :o 20:47:45 <peter1138> Eddi|zuHause, like popcorn. Who buys a small bag of popcorn, and then divvies it out into 7 tiny portions? 20:47:45 <andythenorth> I think those new dropdowns look very nice 20:47:52 <andythenorth> they will enhance the depot view a lot 20:47:58 <peter1138> We'd need a lot of popcorn this evening. 20:48:12 <andythenorth> I have two kinds 20:48:17 <andythenorth> salted, salt + sugar 20:48:46 <peter1138> I have "gourmet". It has chocolate on it. 20:48:56 <peter1138> Also I have cider. 20:49:15 <Eddi|zuHause> i don't know how it came to be, but "popcorn" usually means "sweet" over here 20:49:26 <peter1138> Eddi|zuHause, have you ever measured out a "portion" of breakfast cereal? 20:49:37 <Eddi|zuHause> peter1138: no 20:49:51 <Eddi|zuHause> peter1138: it's always been "make this bowl look somewhat full" 20:49:59 <peter1138> Unless it's puffed wheat, you end up with a thin layer of dust on the bottom of the bowl. 20:50:09 <peter1138> (Except Weetabix) 20:50:23 <glx> it's for 20cl of milk anyway 20:50:42 <Eddi|zuHause> i've never cared for the "1 portion" thing on anything, ever... 20:50:49 <peter1138> But it's okay. These portions are all green in the RDA boxes! 20:50:53 <Samu> meanwhile, I'm gonna "fix" this https://github.com/OpenTTD/OpenTTD/issues/6452 20:51:32 <peter1138> Hmm, NRT... 20:52:19 <Samu> anchorable settings 20:54:14 <Eddi|zuHause> weren't you busy with hiding railtypes? 20:54:39 <peter1138> Uhm, I was busy visiting the MIL in hospital. 20:54:44 <peter1138> And then trying to eat her food. 20:54:44 <andythenorth> ketchip with rice? 20:54:55 <peter1138> No. 20:55:01 * andythenorth tries it anyway 20:55:16 <andythenorth> sweet and sour sauce is basically ketchup 20:55:22 <peter1138> But okay, that's probably easier than fiddling with NRT right now. 20:55:43 <peter1138> Just approve group-livery already ;) 20:55:56 <peter1138> Erm, I mean review it and check it's all good. 20:55:57 <andythenorth> does eddi have approve rights? 20:56:15 <peter1138> I suspect you are too biased on this one. 20:56:32 <andythenorth> I am not approving it :P 20:56:40 <andythenorth> I have play-tested it, but I can't review 20:57:21 <andythenorth> https://github.com/OpenTTD/OpenTTD/pull/7108 20:58:49 <Eddi|zuHause> why would i have approve rights? 21:00:37 <andythenorth> given that I do 21:00:41 <andythenorth> why wouldn't you? 21:03:08 <frosch123> glx: TrueBrain: looks like the eints-pull trigger is broken. or did we forgot to install it after gh move? the working copy is still on 19:45 21:03:19 *** sla_ro|master has quit IRC 21:04:10 <TrueBrain> frosch123: isnt it on a crontab? 21:04:25 <TrueBrain> didnt we settle on: just update it once a day? 21:05:08 <TrueBrain> ah, no, 15 * * * * 21:05:38 <Eddi|zuHause> so once an hour? 21:06:04 <Eddi|zuHause> but how would that result in 19:45? 21:06:12 <TrueBrain> magic 21:06:18 <TrueBrain> :P 21:06:22 <TrueBrain> nah, it commits on 19:45 21:06:27 <TrueBrain> so it does things with the git around that time too 21:06:39 <frosch123> ok, so glx missed by 2 minutes :p 21:06:45 <frosch123> let's see in 9 21:07:09 <TrueBrain> 'git log' confirms that hypothesis :) 21:07:36 <TrueBrain> (a hook is currently not possible to make this instant, as there is no way to get from the outside to in that vm) 21:10:02 <andythenorth> shall I make some more examples for group liveries? o_O 21:11:36 <andythenorth> I should finish drawing this eh :P http://www.railpictures.net/photo/685318/ 21:16:41 *** supermop_Home_ has joined #openttd 21:20:51 <frosch123> 1 outdated, 6 missing, sounds right :) 21:21:19 *** supermop_Home has quit IRC 21:22:31 *** TinoDidriksen has quit IRC 21:23:35 <glx> yup I can start to fix french 21:24:32 <andythenorth> so eh, vehicle IDs aren't in short supply...how about some kind of vehicle subtype choice via the buy menu? o_O 21:24:56 *** HerzogDeXtEr1 has joined #openttd 21:28:59 *** CZTR has quit IRC 21:31:33 <peter1138> How about it, eh? 21:31:39 *** HerzogDeXtEr has quit IRC 21:31:42 *** TinoDidriksen has joined #openttd 21:32:16 *** TinoDidriksen is now known as Guest1633 21:32:23 <peter1138> I mean, I'd like to. 21:33:19 <peter1138> Let me work on hiding railtypes. 21:33:27 <peter1138> That's probably a bit more reasonably on this shitty laptop. 21:33:42 * andythenorth tries to do a draw 21:35:02 *** Guest1633 is now known as TinoDidriksen 21:40:00 <peter1138> Alright, I think this patch is done. 21:40:25 * peter1138 ponders finding an old i5 laptop. 21:40:54 <peter1138> Lenovo X230, i5, 16GB... 21:42:10 <peter1138> Oh, 8GB, 320GB HDD... £170, not too bad. 21:42:36 *** Thedarkb1-T60 has quit IRC 21:47:20 <andythenorth> peter1138: https://dev.openttdcoop.org/attachments/download/9259/very-groupy.png 21:47:22 <peter1138> Hmm, probably ought to disallow building of hidden railtypes too. 21:48:44 <andythenorth> dunno about how it all works 21:48:47 <andythenorth> I just drew something 21:49:42 <glx> "sprites complete: Yup" 21:50:08 <nielsm> peter1138: remember to watch out for display resolution/quality on laptops, I rather regret getting one with 1366x768 last time 21:50:08 *** Borg has quit IRC 21:50:14 <andythenorth> ha ha project management stuff glx 21:50:21 <nielsm> (otoh anything better would have been a massive increase in price) 21:50:33 <peter1138> Yeah, I miss my (even older) laptop's 1400x1050 display. 21:50:39 <peter1138> That's a P4... 21:52:01 <nielsm> (also where are the laptop and desktop OLED computer displays, has it become physically impossible to manufacture OLED displays in sizes greater than 10 and smaller than 55 inches?) 21:52:45 <peter1138> Yeah, this X230 is that shitty 1366x768 :( 21:53:47 <peter1138> This one is 1440x900. 21:54:03 <glx> a little better 21:54:07 <Eddi|zuHause> <peter1138> Hmm, probably ought to disallow building of hidden railtypes too. <-- also hide them from the AI 21:55:12 <nielsm> does hidden railtype imply it doesn't actually exist? or just that it isn't buildable as-is for some reason, but may appear for special reasons? 21:55:42 <peter1138> It's something to do with compatible/powered railtypes. 21:55:45 <Eddi|zuHause> nielsm: mostly for providing hybrid vehicles 21:56:02 <Eddi|zuHause> like combined electric and 3rd rail 21:56:12 <peter1138> Okay, maybe this is not quite so easy ;( 21:56:21 <Eddi|zuHause> (although for those it might be useful to not hide it) 21:56:21 <peter1138> I'm not sure where it needs to be available and not. 21:56:57 <peter1138> andythenorth, nice work, is there a PR? ;) 21:57:09 <andythenorth> nearly 21:57:55 <peter1138> Sprites Complete: Yup 21:59:23 <DorpsGek_II> [OpenTTD/OpenTTD] Tahvohck opened issue #7112: Commit fef8b83 broke GSTown.SetGrowthRate https://git.io/fh6LW 21:59:30 <andythenorth> they don't all say 'yup' :( 21:59:49 <andythenorth> mumble mumble 21:59:55 <andythenorth> trucks that can go on mine roads 22:00:13 <andythenorth> without needing a special combined roadtype in build menu 22:05:31 <peter1138> Heh, GetBestRailtype falls back to RAILTYPE_RAIL, even if it's not available ;( 22:06:43 <peter1138> Hmm, might as well finish off this cider. 22:20:12 <Samu> i dont know how to iterate on visual studio 22:20:20 <Samu> i know how in squirrel 22:20:25 <glx> iterate what ? 22:20:28 <Samu> c++ 22:20:53 <glx> ah you need an iterator and a for loop 22:21:21 <Samu> erase(it) does the erase, but then the loop becomes broken 22:21:26 <Samu> asserts 22:21:41 <glx> yes iterators don't like that 22:21:47 <nielsm> removing items from a collection you're iterating is recipe for trouble 22:22:23 <Samu> how would I erase the 'it', then 22:22:32 <nielsm> depends on what you're doing 22:22:52 <Samu> it's a list of settings 22:22:58 <Samu> i wanna remove an item from the list 22:23:05 <glx> just one ? 22:23:06 <nielsm> and how long the collection is and how much of it you expect to remove 22:23:13 <Samu> no, not just one 22:23:24 <Samu> could be multiple, or none, or 1 22:24:21 <glx> what's the container ? 22:24:52 <nielsm> std::remove_if() in <algorithm> might be the choice to go for 22:25:32 <nielsm> or well maybe not 22:25:46 <glx> need more info :) 22:26:08 <Samu> yeah, i'm unfamiliar with that lingo :( 22:26:21 *** chomwitt has quit IRC 22:27:31 <DorpsGek_II> [OpenTTD/OpenTTD] J0anJosep opened pull request #7113: Codechange: Use track functions. https://git.io/fh6tP 22:28:46 <LordAro> Samu: start by googling what look like keywords 22:28:53 <LordAro> then read what comes up 22:29:03 <LordAro> if we're lucky, you might learn something 22:30:18 *** snail_UES_ has quit IRC 22:30:28 <Samu> + settings { size=1 } std::map<char const *,int,StringCompare,std::allocator<std::pair<char const * const,int> > > 22:30:41 <Samu> not sure what I'm copying 22:31:13 <Samu> it has size=1, if I wanna erase it, it becomes size=0, but the iterator is then broken :| 22:31:15 <andythenorth> so this vehicle buy menu group 22:31:26 <andythenorth> how does it work? :P 22:31:38 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on issue #7112: Commit fef8b83 broke GSTown.SetGrowthRate https://git.io/fh6tQ 22:31:50 <LordAro> Samu: don't blindly copy 22:31:52 <LordAro> read 22:31:53 <andythenorth> it's 100% independent vehicles, except for one prop creating a group on number or keyword? 22:32:06 <LordAro> cppreference.com has search functionality 22:32:16 <Eddi|zuHause> andythenorth: each NewGRF vehicle sets a property which should be the "Master" vehicle, and group them if more than one 22:32:29 <andythenorth> yup 22:32:31 <andythenorth> order control? 22:32:32 <Eddi|zuHause> andythenorth: some magic default value meaning "no master" 22:32:33 <andythenorth> group name? 22:32:53 <Eddi|zuHause> no group name? 22:33:01 <andythenorth> can't see why one is needed 22:33:02 <Eddi|zuHause> just the master vehicle 22:33:08 <andythenorth> prop for forcing simultaneous intro dates? 22:33:25 <Eddi|zuHause> yes 22:33:31 <Eddi|zuHause> independent from group 22:33:36 <TrueBrain> yippie, logs on k8s are now also stored for a bit longer; so I can at least trace issues if they happen :) 22:33:42 <Eddi|zuHause> so you can make wagons appear at the same time without grouping 22:33:53 <TrueBrain> that was totally not simple in k8s world :( 22:34:04 <TrueBrain> people suggest using an ELK .. which costs ~1GB of RAM 22:34:06 <TrueBrain> we only have 4 .. 22:34:08 <glx> TrueBrain: but it's easier to ignore issues if there's no logs 22:34:09 <andythenorth> Eddi|zuHause: so date is unrelated? 22:34:10 <TrueBrain> 25% for logging sounds .... 22:34:20 <Eddi|zuHause> andythenorth: yes 22:34:27 <andythenorth> force-date is a new prop, totally independent of groups 22:34:28 <TrueBrain> glx: true .. but if there is a security incident, I would like to crawl logs :) 22:34:38 <Eddi|zuHause> andythenorth: e.g. making new liveries available at other dates 22:34:39 <glx> pff sysadmins 22:34:41 <andythenorth> order in group is determined by order in buy menu 22:34:51 <TrueBrain> :D 22:35:02 <Eddi|zuHause> andythenorth: but hide prototype offer for grouped vehicles 22:35:27 <andythenorth> my assumption is that groups contain highly similar vehicles 22:35:29 <peter1138> Ok but castello blue cheese. 22:35:39 <andythenorth> but one *could* create a group like 'buses' or whatever :P 22:35:51 <andythenorth> people create those weird separator newgrfs :P 22:36:59 <peter1138> They do, but we ignore them. 22:37:29 <peter1138> They're the sort of people who think that reimplementing TCP using UDP is a good idea. 22:38:07 <Samu> https://en.cppreference.com/w/cpp/container/map/erase 22:38:26 <Samu> I have no idea how to interpret what I'm reading 22:39:24 <peter1138> Which bit? 22:39:50 <Samu> clear() is not the correct one 22:40:15 <Samu> erase(it) would be correct, but can't use inside a for loop :| 22:40:41 <nielsm> std::map::erase() returns a new iterator at the position you removed from 22:40:44 <nielsm> since we're using C++11 now 22:41:14 <nielsm> so maybe it=map.erase(it); it enough 22:41:15 <peter1138> Yeah, looks like you can do it = erase(it); but you probably need to make sure it is not incremented in the loop? 22:41:22 <andythenorth> ok so that's buy menu groups all done then 22:41:28 <andythenorth> use the yellow +/- things? 22:41:36 <nielsm> yes there is even an example at the end of the page :) 22:41:50 <peter1138> Ah yes. 22:42:14 <peter1138> That does simplify things a lot, returning a new iterator. 22:43:01 <andythenorth> buy menu groups for 2.0 22:43:30 <peter1138> Oh :( 22:43:38 <peter1138> I'm compiling, but I can't remember what. 22:44:13 <peter1138> Hmm, more cheese? 22:44:32 <andythenorth> usually 22:44:36 <peter1138> Gotta say, blue cheese on a fairly sweet ryvita is not quite right :/ 22:44:52 <peter1138> Maybe I should open the MIL's crackers. 22:45:30 <Samu> Expression: cannot increment end map/set iterator 22:45:37 <Samu> i fail at this 22:46:15 <LordAro> Samu: we're not going to give you answers for every single compile error you get 22:46:18 <LordAro> work it out yourself 22:46:36 <Samu> ok 22:46:51 <nielsm> it sounds like you should research how C++ has defined the concept of iterators 22:46:56 <peter1138> Think about what an end map/set itaerator is. 22:47:05 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7113: Codechange: Use track functions. https://git.io/fh6qK 22:47:07 <nielsm> and how you use them in general and in specific for the various standard containers 22:47:11 <andythenorth> we need dedicated samu channel 22:48:21 <Samu> gonna try mimic the example 22:49:39 <Samu> ah, i think i see, it's the for line, doesn't have it++ there 22:49:56 <Samu> it++ is in the else 22:50:22 <peter1138> I mentioned that exact thing, approximately 8 minutes ago. 22:50:50 <LordAro> Samu: like i said, don't just (mis)copy, read it 22:50:56 <LordAro> and try to understand what you're reading 22:51:16 <glx> for (init; test; next) 22:52:21 <Samu> yep, it works now, thx all 22:52:48 <peter1138> Balls, out of cider :( 22:53:08 <andythenorth> how do we have 2 pages of PRs open :( 22:53:10 <LordAro> peter1138: i suggest whisky 22:53:16 <LordAro> andythenorth: because you've been lazy! 22:53:21 <peter1138> Totally out of alcohol now. 22:53:22 <glx> but I guess your code was "if (need_remove) remove else it++" and that's clearly wrong 22:53:39 <peter1138> This was a bottle I brought with me, anything else in this house is... removed due to... reasons. 22:53:46 <andythenorth> @calc 14/39 22:53:46 <DorpsGek> andythenorth: 0.358974358974 22:54:03 <andythenorth> more than 1/3 of OpenTTD contributions are from samu 22:54:16 <glx> usually you don't want to increment inside the loop, unless you exactly know what you do 22:54:33 <glx> especially with iterators 22:55:11 <andythenorth> just increment past the close point 22:55:14 <andythenorth> what could go wrong? 22:55:15 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7113: Codechange: Use track functions. https://git.io/fh6tP 22:56:59 <peter1138> Well, you'd get an error saying something about "Expression: cannot increment end map/set iterator"... 22:57:43 <andythenorth> I once employed someone who wrote a loop that needed to be closed with a break 22:58:03 <glx> we call it infinite loop 22:58:06 <andythenorth> and did something like "if i == 100; break;" 22:58:20 <andythenorth> that hung a server up nicely 22:58:35 <glx> oups 22:58:38 <andythenorth> oops 22:58:51 <andythenorth> not as fun as the day we learnt about locking sql tables for specific writes 22:59:08 <andythenorth> to avoid concurrent access when you really don't want it 22:59:12 <glx> without unlocking after ? 22:59:18 <andythenorth> like...giving away the one prize in a prize draw 22:59:25 <andythenorth> instead of the 7 prizes 22:59:32 <andythenorth> that you actually have to give away 22:59:34 <andythenorth> if you don't lock 22:59:42 <peter1138> hehe 23:00:15 <peter1138> nielsm, is that enough screenshots in 7108 now? ;) 23:00:17 * andythenorth wonders if PRs need stricter criteria 23:00:54 <peter1138> What do you mean? 23:01:23 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7108: Feature: Group liveries, and livery window usability enhancements. https://git.io/fh6m3 23:01:33 <andythenorth> like a quota or something :P 23:01:52 <andythenorth> proof that you can program 23:01:54 <andythenorth> dunno 23:02:09 <LordAro> PRs would still end up getting opened 23:02:26 <LordAro> unless you're planning on blocking people, which seems ultimately pointless 23:02:36 <andythenorth> the problem I have is that I closed some, which didn't have viability 23:02:40 <andythenorth> and now they're just back, split up 23:02:47 <andythenorth> so now we have more PRs, not fewer 23:03:08 <andythenorth> and they're still going nowhere 23:03:48 <andythenorth> oof, bedtime :) 23:03:52 <LordAro> i don't think they're back as such 23:04:15 <LordAro> just that the large one has been split up into multiple, as was asked 23:05:34 <andythenorth> ok 23:06:04 * andythenorth should test the mac thing 23:06:05 <andythenorth> also bed 23:06:06 *** andythenorth has left #openttd 23:06:09 <supermop_Home_> buy menu groups? 23:11:54 <peter1138> Some feature that was pondered a few months ago, but has not seen any coding yet. 23:13:22 <DorpsGek_II> [OpenTTD/OpenTTD] J0anJosep opened pull request #7114: NPF bails out when source tile is also a destination tile https://git.io/fh6mK 23:18:49 *** frosch123 has quit IRC 23:30:16 <Samu> success! 23:30:50 <Samu> resets non locked settings now 23:31:07 <Samu> instead of just plain out disabling the reset button 23:32:22 <peter1138> Well 23:34:41 <nielsm> nice city https://0x0.st/sCDm.jpg 23:38:59 <peter1138> Why does my game run at 1.02x consistently? 23:39:13 <Samu> hmm, i guess the reset button could be disabled if all settings are locked, what do you think? 23:39:19 <peter1138> I thought it was just an oddity because I was running in a Hyper-V VM and displaying via VNC. 23:39:25 <peter1138> But this laptop also runs at 1.02x 23:39:49 <nielsm> the timing calculation is slightly broken in possibly every video driver 23:40:02 <nielsm> the win32 one tends to run at 0.98x 23:40:13 <peter1138> I remember having a patch to use the std hrtimer. 23:40:14 <nielsm> SDL one tends to run at 1.02x 23:40:19 <nielsm> yes :) 23:40:24 <Samu> I have a dilema: should reset button also reset invisible settings 23:40:28 <peter1138> Hmm, I wonder where that went. 23:40:29 <Samu> what to do? 23:40:35 <nielsm> or otherwise do something to make up the difference 23:40:57 <peter1138> I have a patch that should allow catch-up, but when it runs at 1.02x that doesn't achieve much. 23:42:55 *** snail_UES_ has joined #openttd 23:44:39 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on issue #7090: Query box sets value to hidden parameters https://git.io/fh6YX 23:44:56 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on issue #7091: Dropdown menu can set value to a parameter of a different AI https://git.io/fh6YM 23:45:19 <glx> yes same message but it's to double link :) 23:47:13 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ 23:47:52 <Samu> what to expect from a button that says "Reset" 23:48:26 <Samu> https://imgur.com/Uu785pj 23:48:44 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7092: Fix #7091: Close dropdown menu windows after rebuilding AI/GS settings https://git.io/fh6Yd 23:49:09 <peter1138> 1.00x using the high resolution clock. 23:49:09 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7093: Fix #7090: Close Query String window after rebuilding AI/GS settings https://git.io/fh6YA 23:49:21 <peter1138> Well, 1.00x - 1.01x 23:49:43 <nielsm> peter1138 that would be better yes :) 23:49:52 <nielsm> and then using the same algo for timing on all platforms 23:50:04 <nielsm> (maybe splitting it out to a class of its own) 23:50:46 <glx> fixing #7090 and #7091 will require a global look at AI windows like I did with https://github.com/OpenTTD/OpenTTD/pull/7106 23:52:03 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fh6Of 23:52:33 <Samu> don't over-close it 23:52:47 <peter1138> Back to 1.02x when I use only milliseconds. 23:52:53 <glx> hey they are not closed Samu 23:52:59 <peter1138> I guess it needs sub-millisecond accuracy. 23:53:37 <Samu> part of my ai gui rework was making it not close windows unless it's really necessary 23:53:41 <glx> but I think it will be better to fix all problems at the same time 23:54:03 <Samu> it currently closes too much 23:54:10 *** Thedarkb-T60 has joined #openttd 23:54:40 <Samu> (it was also not closing in situations it would crash, of course) 23:54:53 <glx> well for now when I click on a different line, the settings are still showing the previous selected line 23:55:15 *** gelignite has quit IRC 23:56:09 <nnyby> anyone who is looking for something to test, try out this branch and i'd love some feedback >_< https://github.com/OpenTTD/OpenTTD/pull/7086 23:56:10 *** Thedarkb-T60 has quit IRC 23:56:18 <glx> most of the time if you change selected line you should close the windows, because there's no way to pass it the new data 23:56:29 *** Thedarkb-T60 has joined #openttd 23:57:17 <Samu> if the script is still the same, it's still gonna change the correct parameter 23:57:33 <glx> well there is a way but it's not done actually 23:57:48 <Samu> in this situation, i wouldn't close 23:58:23 <glx> a possible option would be to pass the new slot in InvalidData 23:58:31 <LordAro> many of the issues arise because the windows refer to a particular slot in the list, rather than an actual newgrf/script config 23:58:53 <LordAro> that's how i was going to go about solving the ai textfile issue, anyway 23:59:04 <glx> yes but at least it's a number so it's possible to give it the new slot 23:59:21 <LordAro> closing all textfile windows because a slot gets changed seems a bit.. nuclear 23:59:39 *** Thedarkb-T60 has quit IRC