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00:02:26 <peter1138> Okay, this is it. 00:02:36 <peter1138> On branch nrt-block-rebased 00:02:40 <peter1138> Your branch and 'origin/nrt-block-rebased' have diverged, 00:02:46 <peter1138> We'll get there. 00:16:32 * peter1138 performs splittages 00:34:31 <Samu> why is AI config window WC_GAME_OPTIONS ? 00:34:51 <peter1138> History, I imagine. 00:36:42 <Samu> by being WC_GAME_OPTIONS it was always prioritized :( 00:37:03 <Samu> always in front of every others 00:37:41 <Samu> must see if i can solve this "always in front of others" problem for good 00:38:05 <peter1138> Well 00:40:05 <Samu> gonna cause issues? 00:42:20 <Samu> WN_GAME_OPTIONS_GAME_OPTIONS, ///< Game options. 00:42:27 <Samu> well that wasn't so obvious 00:42:29 <Samu> :9 00:43:12 <Samu> I see this is a bit messy 00:45:38 <Samu> shouldn't they be their own class? 00:45:46 <Samu> they're a window number :| 00:46:07 <peter1138> WC is WindowClass 00:46:24 <peter1138> And you can close by WindowClass. 00:47:12 <Samu> it's WC_GAME_OPTIONS, WN_GAME_OPTIONS_GAME_OPTIONS to refer to Game options. this looks messy 00:47:48 <Samu> WC_GAME_OPTIONS, WN_GAME_OPTIONS_AI for the AI/GS Config window 00:48:35 <Samu> newgrf is also here 00:48:37 <Samu> WN_GAME_OPTIONS_NEWGRF_STATE 00:50:12 <peter1138> anyway, yeah, settings were meant to be on top 00:50:19 <peter1138> because they're kinda modal 00:53:00 <nnyby> is there a key command to pause the game? 00:53:09 <Samu> f1 00:55:27 <ST2> just tried, F1 doesn't work :| 00:56:16 <nnyby> it works for me, on 1.8.0 00:56:35 <nnyby> on many laptop keyboards, you need to press the Fn key to get to F1 though. not that easy 00:56:43 <ST2> maybe you forgot to say: in SP games ^^ 00:56:54 <Samu> be the host of the game 00:57:16 <nnyby> i was thinking it would be nice to map the space bar to the pause operation. that works well for Baldur's Gate 00:57:29 <ST2> oh yeah, people still run MP games that way 00:57:42 <ST2> sorry 00:58:00 *** supermop_Home has quit IRC 01:00:09 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #6811: Feature: Add NotRoadTypes (NRT) https://git.io/fh12L 01:22:37 <Samu> static uint GetWindowZPriority(WindowClass wc) 01:22:47 <Samu> found the culprit 01:26:11 <Samu> WC_GAME_OPTIONS is quite high in priority 01:26:41 <Samu> must detach the AI Config window from WC_GAME_OPTIONS 01:26:49 <Samu> there seems to be no other way 01:27:02 *** Supercheese has quit IRC 01:45:33 <peter1138> Hmm, how do I compile a nightly-compatible server, then? 01:50:29 <Eddi|zuHause> "make"? 01:50:45 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ 01:53:49 <peter1138> No, I mean get the right revision. 01:54:22 <peter1138> I think it's a mistake to include the branch in the network revision. 01:54:56 <peter1138> When you check out the specific commit that the nightly was built on, unless it's still at the tip of master, then it is no longer master but a detached head. 01:55:09 <peter1138> You can do git reset --hard xxx but that's kinda shit. 01:55:56 <peter1138> Just the sha hash should be enough for compatibility. 01:57:54 <peter1138> As it is, my revision is now "20190129-maste" which is terrible :p 02:01:52 *** Wormnest has quit IRC 02:09:34 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7121: Fix #7021: Better revision strings for network and gamelog https://git.io/fh1w4 02:13:21 <Eddi|zuHause> peter1138: which is why i suggested using only the hash for network comparison 02:13:28 <peter1138> Quite. 02:13:55 <peter1138> But I don't see your suggestion in #7121 :) 02:13:59 <Eddi|zuHause> peter1138: as for "which revision", there used to be finger.openttd.org 02:14:10 <peter1138> Which revision is not a problem. 02:14:16 <peter1138> Having to use git reset --hard IS a problem. 02:14:38 <peter1138> Or maybe it's not. I dunno. 02:14:39 <Eddi|zuHause> git checkout? 02:15:02 <Eddi|zuHause> unless you got weird local changes 02:15:39 <peter1138> Yes, git checkout will work when we stop including the branch name. 02:16:26 <peter1138> Until then, nope. 02:20:17 <Eddi|zuHause> oh, like that 02:20:30 <Eddi|zuHause> yeah, that seems to be a problem 02:20:50 <peter1138> 02:13 < Eddi|zuHause> peter1138: which is why i suggested using only the hash for network comparison 02:20:56 <peter1138> ^ From that I thought you knew :) 02:21:43 <Eddi|zuHause> no, the problem i had in mind was that the string is too long, so the distinguishing bit (the hash) at the end is cut off 02:22:23 <peter1138> Yeah that too. Of course, it would then have been "compatible" with any revision, except for the that that 'master' gets lost. 02:22:49 <peter1138> Anyway, up way too late again. 02:23:18 <Eddi|zuHause> so that additional problem with the branch name is that git doesn't remember which branch the commit was originally from, "git branch" is only the head commit 02:23:37 <peter1138> It's deliberate. 02:23:44 <peter1138> Yeah 02:24:20 <peter1138> It's a little difference between svn and git branches. 02:24:29 <Eddi|zuHause> also git and hg branches 02:24:48 <peter1138> And there is of course the fact that git branches don't even have to have the same name, yet be the same. 02:25:23 <peter1138> It's really JUST the sha hash (and modified) that matters. 02:25:41 <peter1138> Date might help manually identify it I suppose. 02:26:03 <Eddi|zuHause> peter1138: the branch name is useful in case of patchpacks and stuff 02:26:08 <peter1138> It's not. 02:26:33 <Eddi|zuHause> for the display name, not the online compatibility 02:26:38 <peter1138> branch name is really a local identifier. 02:27:21 <Eddi|zuHause> peter1138: most notably for people trying to send bug reports 02:27:25 <peter1138> Right, but the network protocol doesn't have a separate displayname version. 02:27:49 <peter1138> Yeah, sure, I'm not arguing against including it everywhere. Just not in network compability. 02:27:57 <peter1138> Anyway, night night :) 02:30:35 <Eddi|zuHause> hm, some steam update seems to have silently disabled wine for non-official games 02:31:00 <Eddi|zuHause> now i ticked that again, and it wants to redownload every game that used it before 02:34:32 <Samu> there is the svn counter yet 02:34:38 <Samu> why did you give up on it? 02:35:14 <Samu> At revision: 24372 02:35:46 <Samu> D:\OpenTTD\OpenTTD svn-trunk from https://github.com/OpenTTD/OpenTTD.git/trunk 02:40:26 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7084: Change: AI/GS Config GUI overhaul https://git.io/fh2dV 02:59:37 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7121: Fix #7021: Better revision strings for network and gamelog https://git.io/fh1rD 03:18:14 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7094: Fix #7088: Retrieve an appropriate name for a non-existant AI/GS when… https://git.io/fhrqY 03:30:59 *** snail_UES_ has joined #openttd 03:39:35 *** glx has quit IRC 03:41:17 *** D-HUND has joined #openttd 03:48:44 *** debdog has quit IRC 04:30:01 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7084: Change: AI/GS Config GUI overhaul https://git.io/fh2dV 04:35:13 *** Samu has quit IRC 04:44:26 *** HerzogDeXtEr has joined #openttd 05:05:25 *** HerzogDeXtEr has quit IRC 05:18:24 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas opened pull request #7141: Fix: unicode characters in Romanian town names https://git.io/fh1id 05:21:11 *** snail_UES_ has quit IRC 05:24:07 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7141: Fix: unicode characters in Romanian town names https://git.io/fh1id 05:33:46 *** APTX has quit IRC 05:53:45 *** APTX has joined #openttd 05:57:19 <DorpsGek_II> [OpenTTD/website] akoscomp opened pull request #49: update about.html https://git.io/fh1Px 06:15:49 *** andythenorth has joined #openttd 06:15:54 <andythenorth> o/ 06:23:06 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth updated pull request #6811: Feature: Add NotRoadTypes (NRT) https://git.io/vhlfg 06:34:46 <Pikka> boing 06:39:16 <andythenorth> so I should turn breakdowns on for my games? 06:39:17 <andythenorth> o_O 06:40:08 <Pikka> maybe 06:41:25 <Pikka> breakdowns are "fun", inasmuch as predicable gameplay is "unfun". 06:52:23 <andythenorth> probably have to set reliability in my newgrfs? 06:52:32 <andythenorth> or not, just let OpenTTD do it :) 07:24:50 *** Vasatko has joined #openttd 07:44:30 <Pikka> duhhhhhhhhhhh 07:44:55 * Pikka is banging his head over code which is supposed to stop houses being built near industries not working 07:45:15 <Pikka> until I realise the map generator places the towns before the industries 07:45:43 <Pikka> so of course it won't work on a newly-generated map 07:52:40 <andythenorth> oof 07:53:23 <andythenorth> I have nothing :P 07:53:43 <peter1138> Oh 08:06:18 <peter1138> I wonder how maps would look if it alternated between towns and industries? 08:08:30 <Pikka> well, it associates the industries with the nearest town when it places them, right? 08:08:57 <peter1138> Yeah so it'll still be after. 08:09:22 <peter1138> But then another town comes along, and that one will be after. 08:09:48 <peter1138> But still, most likely it wouldn't affect your issue much at all, perhaps just make it even more confusing as it "sometimes works". 08:09:58 <Pikka> yes, how it is now is still best 08:10:24 <Pikka> too many issues with doing anything else. and I can easily force-remove the houses if I really care about it. 08:10:28 <andythenorth> trying to keep towns away from industries? o_O 08:11:20 <peter1138> Hmm, I should enable TaI again. The sprawlyness was nice. 08:11:23 <Pikka> just stopping nice residential buildings right up against industries 08:11:52 <andythenorth> yeah TaI is winning town set 08:12:09 <andythenorth> TaI, Av9.8 and that bridge grf 08:12:20 <peter1138> Yeah, that one. 08:12:23 *** WWacko1976-work has joined #openttd 08:12:26 <peter1138> (Which bridge grf?) 08:12:31 <andythenorth> dunno there are loads 08:12:33 <peter1138> :D 08:13:12 <andythenorth> expensive, short and slow 08:13:13 <andythenorth> maybe 08:13:28 <peter1138> Oh yeah, 1.8.0 still crashes due to ICU. 08:13:48 <andythenorth> nobody went back and fixed all the 1.8.0 binaries? :o 08:14:03 <andythenorth> probably better do 1.9 soon then 08:14:36 <peter1138> IKR 08:14:55 <peter1138> Okay I guess I'll figure out that regression failure. 08:16:18 <peter1138> It was much easier to sort out the sprites after I split them into new files. No image conflicts! 08:17:11 <andythenorth> yay 08:17:12 <andythenorth> thanks 08:23:06 <peter1138> ai/regression/run.sh -g < starts it in gdb 08:23:14 <LordAro> howdy morning crew 08:24:58 *** andythenorth has quit IRC 08:35:32 <peter1138> Ok, when did we reduce the mapsize by 1 in each direction? 08:38:48 <Pikka> we did? 08:38:57 <Pikka> thursday? 08:53:38 <peter1138> A while back. 08:54:54 <peter1138> I believe we added MP_VOID tiles around the top of the map. 08:55:02 <peter1138> I'm not sure why. 09:07:20 *** andythenorth has joined #openttd 09:09:35 *** Laedek has quit IRC 09:10:20 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened issue #7142: Assertion when building long road at map border https://git.io/fh1Q8 09:11:05 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7142: Assertion when building long road at map border https://git.io/fh1Qa 09:11:09 <peter1138> ^ 09:12:00 <LordAro> how exciting 09:12:03 <peter1138> Seems we have missed tile bounds checking since most maps have MP_VOID at the edges these days. 09:12:12 <peter1138> But old maps don't, and you can still disable that setting. 09:13:09 <peter1138> So why did we add MP_VOID around the top edges? If it was to avoid crashes like this, then it's not right :p 09:13:35 <peter1138> If it is, we need to update the regression test savegame. 09:14:53 <peter1138> (svn r15190) -Feature: Allow terraforming of the tiles at the edges of the map. 09:14:56 <peter1138> ^ 09:16:32 <peter1138> On the other hand, it should be simple to fix this CmdBuildLongRoad 09:18:03 <peter1138> The actual bug was introduced in 2012. 09:18:10 <peter1138> 55dccee02fc03118929df2133fcd9140a947024c 09:18:22 <peter1138> CanConnectToRoad() doesn't check for bounds. 09:18:24 <peter1138> Easy 09:22:57 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7143: Fix #7142: Missing map bounds check when building long roads. https://git.io/fh174 09:26:21 <peter1138> And now I work :p 09:26:46 <peter1138> (Probably took me longer to fill in the template than to fix it ;)) 09:26:53 <peter1138> But, gotta set a good example, eh? 09:29:28 <peter1138> Okay, regression test fails but doesn't crash now. 09:29:34 <peter1138> Oh yes, work :p 09:30:02 * peter1138 quickly runs regression tests on work stuff so it's ambiguous 09:53:17 *** Thedarkb-X40 has quit IRC 09:57:46 *** Smedles has quit IRC 09:58:59 *** Smedles has joined #openttd 10:00:45 <LordAro> peter1138: :D 10:01:16 <LordAro> peter1138: if it helps, i've occasionally been using ottd to test our own tools at work as well :p 10:02:12 <LordAro> peter1138: i really feel that crash should've been noticed earlier 10:05:15 <planetmaker> people don't build roads at the map edge usually... I guess. But ... 7 years for that to not surface? 10:05:23 <planetmaker> moin also 10:10:09 <planetmaker> though... it only triggers on ancient savegames 10:10:50 <planetmaker> when you change a setting on them 10:12:30 <planetmaker> in essence: I'm not exactly able to produce a map which triggers it :P 10:16:56 <andythenorth> I use OpenTTD to test work stuff 10:17:29 <andythenorth> I built a couple of UI libraries which use the same python compile as andy newgrfs 10:20:15 <peter1138> planetmaker, needs freeform_edges to be false, which is rare. It's not setting in the GUI. 10:21:03 <andythenorth> settings explosion :) 10:21:41 <peter1138> s/setting/exposed/ 10:22:12 <peter1138> Oops, I accidentally committed an openttd.grf! 10:23:46 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7141: Fix: unicode characters in Romanian town names https://git.io/fh1Ne 10:24:55 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7143: Fix #7142: Missing map bounds check when building long roads. https://git.io/fh174 10:26:24 <peter1138> Files which the build process modifies shouldn't be in git ;( 10:26:34 <andythenorth> :| 10:38:31 <LordAro> it's not *very* different to having an autotools configure in your repo 10:46:14 <peter1138> Who even uses that any more? :D 10:50:43 * Sacro runs ./autogen.sh 10:54:49 <peter1138> LordAro, and actually, those projects that do use autotools still don't put those generated files in git. 11:16:16 *** WWacko1976-work has quit IRC 11:24:52 *** gelignite has joined #openttd 11:37:53 * andythenorth deletes a chunk of UI design 11:37:59 <andythenorth> made, it refined it, deleted it 11:41:25 <peter1138> Oo 11:43:04 *** Flygon has quit IRC 11:48:01 <peter1138> Is it lunch time yet? 11:48:18 <peter1138> I've been trying to make some error handling work. But it errors. 11:48:53 <LordAro> yo dawg 11:49:59 * peter1138 eats a 'Teaser Celebration instead. 12:01:03 <andythenorth> 'steel' https://player.bfi.org.uk/free/film/watch-steel-strides-ahead-1961-online 12:01:14 <andythenorth> such very trains 12:02:27 <andythenorth> wagons moving by gravity? o_O 12:02:32 <andythenorth> what railtype is that :P 12:02:49 <peter1138> :/ 12:23:14 <Pikka> how much TE does gravity have? 12:23:33 <andythenorth> some newtons 12:31:00 *** WWacko1976-work has joined #openttd 12:40:57 <peter1138> Ok now lunch 12:54:53 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker approved pull request #7141: Fix: unicode characters in Romanian town names https://git.io/fhMTN 12:56:20 <planetmaker> at least for 2 out of 2 names I checked, the fix was correct :P 12:57:04 <peter1138> Needs the commit message to be fixed for the CI. 12:57:09 <peter1138> Then it'll need approving again. 12:57:25 <planetmaker> hm? 12:57:54 <peter1138> Our commit hooks reject non-ASCII commit messages. 12:58:30 <planetmaker> "Fix: unicode characters in Romanian town names" <<-- non ascii? 12:58:51 <peter1138> That's the title. 12:58:53 <planetmaker> Unable to find image 'openttd/compile-farm-ci:commit-checker' locally 12:58:53 <planetmaker> commit-checker: Pulling from openttd/compile-farm-ci <-- that's the failure :| stupid MS 12:59:18 <peter1138> Many of these town names were using the 'ã' character, which should 12:59:18 <peter1138> actually by 'ă'. There were other missing accents as well which I've 12:59:19 <peter1138> added. 12:59:23 <peter1138> ^ is the message 12:59:29 <peter1138> It's not MS. 12:59:41 <peter1138> This time :D 12:59:55 <planetmaker> ah... bah, stupid way the errors are shown. Very stupid 13:00:03 <peter1138> Yup 13:01:01 <peter1138> Jenkins was a little better. 13:01:19 <planetmaker> we had Atlassian's bamboo 13:01:23 <peter1138> Loads of clicks with Azura Pipelines. 13:02:58 <planetmaker> but yes, Jenkins is a bit easier there, too 13:04:25 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker requested changes for pull request #7141: Fix: unicode characters in Romanian town names https://git.io/fhMkX 13:04:38 <planetmaker> dunno how I could have dismissed my review before :P 13:11:26 <Eddi|zuHause> <planetmaker> Unable to find image 'openttd/compile-farm-ci:commit-checker' locally <-- that bit is because it's parsing the output in a wrong way, i think... TrueBrain said "it can be fixed, but somebody has to do it" and i have no clue where to even begin looking for what to change 13:11:41 <LordAro> not sure you can disamiss an approving review 13:11:44 <LordAro> -a 13:12:21 <LordAro> Eddi|zuHause: https://github.com/OpenTTD/CompileFarm/tree/master/ci-commit-checker :p 13:15:21 <Eddi|zuHause> LordAro: not helpful :p 13:16:27 <Eddi|zuHause> also, there's a second issue where the azure errors (assuming they have been reduced to the relevant bit) don't get propagated to github, where TrueBrain said it only does that for the windows builds 13:33:37 *** snail_UES_ has joined #openttd 13:37:20 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7141: Fix: unicode characters in Romanian town names https://git.io/fh1id 13:38:31 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7141: Fix: unicode characters in Romanian town names https://git.io/fhMtI 13:48:27 <peter1138> ^ planetmaker 13:51:54 *** Samu has joined #openttd 13:52:49 <Samu> hi 13:52:52 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker approved pull request #7141: Fix: unicode characters in Romanian town names https://git.io/fhMq8 13:52:58 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker merged pull request #7141: Fix: unicode characters in Romanian town names https://git.io/fh1id 13:54:14 *** snail_UES_ has quit IRC 13:58:17 *** Maarten has quit IRC 14:14:25 <Samu> what I thought was an easy fix, turns out to be complex https://github.com/OpenTTD/OpenTTD/pull/7115 14:14:42 <Samu> i still don't know how to fix it without touching too many code 14:15:05 <peter1138> If you still intend to do it, you don't need to close the PR. 14:15:27 <peter1138> Oh, it was closed 3 days ago. Never mind. 14:15:43 <Samu> closed by me :| 14:16:11 <Samu> I mean, I have it fixed on my ai gui topic 14:16:38 <Samu> it's just that... 14:16:54 <Samu> I have different rules to what is enabled or disabled 14:17:07 <Samu> than those in the master 14:17:45 <Samu> and those in the master are quite with buggy behaviour in scenario editor 14:18:00 <Samu> so, I'm unsure how to apply the fix 14:19:15 <Samu> besides, there's yet the other underlying issue I opened yesterday, that GS's become automatically active upon loading a save 14:19:39 <Samu> it would also impact what is enabled or disabled 14:20:16 <Samu> this is not fixed on my ai gui 14:20:49 *** gelignite has quit IRC 14:21:55 <Samu> something that was supposedly an easy fix, turns out to be complex 14:22:56 <LordAro> funny that 14:25:13 <Samu> don't know how to approach this 14:27:47 <Samu> if i change the master rules for the reset button, i'd also have to change the rules applied everywhere else in the gui. This touches many windows 14:28:09 <Samu> for consistency purposes 14:28:54 <Samu> okay, first things first 14:29:34 <Samu> expose the problem 14:40:25 <Samu> https://github.com/OpenTTD/OpenTTD/issues/5507 14:40:29 <Samu> reading 14:40:31 *** andythenorth has left #openttd 14:41:30 <Samu> oh, that's about the ability to select the GS in the config window 14:41:53 <Samu> yeah, Zuu was on the right direction 14:42:16 <supermop_work_> y 14:42:18 <supermop_work_> o 14:42:19 <Samu> I went further and made every slot selectable 14:42:31 <Samu> not exactly related 14:43:24 <supermop_work_> Pikka: might try getting back to northern bits of aus this coming summer/your winter 14:43:24 <Samu> to my issue at hand 14:44:10 <Pikka> it might even have cooled down a bit by then, supermop_work_ :D 14:46:03 <supermop_work_> going to a wedding in melbourne in august, so want escape the rain down there for a few days 14:46:14 <supermop_work_> might go up to the pointy bit 14:47:07 <Pikka> hmm, pointy bit 14:47:38 *** sla_ro|master has joined #openttd 14:48:28 <Eddi|zuHause> the northern part is where nobody lives? 14:48:52 <supermop_work_> that's the middle 14:49:02 <supermop_work_> people live around the edges 14:49:16 <supermop_work_> trees live in the pointy part i guess 14:49:17 <Eddi|zuHause> yeah, but most of the edge people are in the south? 14:49:30 <supermop_work_> south / east 14:52:27 <Pikka> well edgy 14:52:34 * Pikka gnight 14:52:36 *** Pikka has quit IRC 14:52:49 <Eddi|zuHause> i've seen some video about flat earth theories, and one thing they apparently like to do there is picking out some random connection and taking there being no direct flights on that connection as "proof" that the earth is flat 14:53:06 <Eddi|zuHause> and one of these connections was something like "Johannesburg to Perth" 14:53:54 <Eddi|zuHause> completely ignoring that a) there actually are (rare, but regular) direct connections, and b) demand might not warrant that kind of connection 14:56:31 <supermop_work_> mostly commuting surfers i imagine 14:58:14 *** gelignite has joined #openttd 14:58:31 <Eddi|zuHause> (the point they're trying to make is that for typical flat earth projections, longitudinal distances in the southern hemisphere appear much larger than on "globe" projections, and lack of these direct connections is being seen as "proof" that the real distances are actually longer) 15:01:25 *** nielsm has joined #openttd 15:02:09 <supermop_work_> indeed 15:09:17 *** keoz has joined #openttd 15:16:32 <Samu> if a GS has died, i save the game, and load, should the gs still be dead? 15:16:43 <Samu> it currently makes it alive 15:18:01 <Samu> the information about the instance being dead or alive should be saved imo 15:18:18 <Samu> don't you think? 15:18:39 <supermop_work_> why would i want it to stay dead? 15:18:53 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7121: Fix #7021: Better revision strings for network and gamelog https://git.io/fhMCX 15:18:55 <Samu> because it was saved as dead 15:19:09 <Samu> im not sure, honestly 15:19:39 <nielsm> if it's dead it either crashed, or it completed 15:19:46 <nielsm> if it has completed it probably shouldn't restart 15:20:07 <nielsm> if it has crashed it may be in an unrecoverable state and not be safe to restart 15:21:30 <Samu> loading ressurrects it 15:21:44 <Samu> must be fixed then 15:22:32 <Samu> same for AIs 15:25:13 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened issue #7144: Editable AI/GS Parameters in the 3 game modes https://git.io/fhMld 15:28:02 <Samu> I really had to write this down 15:28:32 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7121: Fix #7021: Better revision strings for network and gamelog https://git.io/fhM88 15:32:15 <peter1138> Do I need to edit the template? 15:32:30 <peter1138> Because you have not actually stated what the problem is in normal words. 15:32:38 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7121: Fix #7021: Better revision strings for network and gamelog https://git.io/fhM8Q 15:33:04 <Samu> i'm still writting to it 15:33:18 <Samu> wip 15:33:29 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7121: Fix #7021: Better revision strings for network and gamelog https://git.io/fhM4e 15:33:50 <nielsm> but rushed submitting the ticket to be sure you got that exact issue number? 15:35:29 <nielsm> peter1138, I meant are two modified versions from the same base revision considered equal, i.e. is g12345678M equal to g12345678M (the modifications may be different in each, you can't actually know) 15:35:55 <peter1138> nielsm, ah, well you can't do much about that. 15:37:00 <peter1138> We never attempted with svn versions either :) 15:37:23 <peter1138> Heh, disable all network play with a modified client. 15:37:29 <peter1138> /server 15:37:35 <peter1138> All changes must be committed :D 15:37:44 <peter1138> (Joking of course) 15:42:43 <nielsm> then, if including just git hash and modified flag, transform the git hash to base64 to fit it in 27 bytes instead of the 40 for hex? 15:42:52 <nielsm> (so it can be used in full instead of truncated) 15:43:29 <nielsm> actually 28 bytes 15:44:01 <Samu> in the scenario editor, only slot 1 is human player, even though i loaded a scenario with more human players 15:44:42 <nielsm> scenarios assume singleplayer 15:45:05 <nielsm> and the scenario editor is a singleplayer game mode 15:45:09 <nielsm> in itself 15:45:49 <Samu> bad assumption imo 15:47:00 <Samu> i can move ai config slots up and down with ais on it oh, gosh so many issues to report 15:49:17 <Samu> that new issue i created is a tip of an iceberg, a big chunk at least 15:49:32 <Samu> i just fail at explaining... 15:50:45 <nielsm> when you load a saved game that has already been played in normal/network game mode, into the scenario editor, you get tools to violate all kinds of assumptions the game usually makes 15:50:50 <nielsm> so all rules are out the window 15:51:03 <nielsm> and you can't really assume anything about what is sensible or not any more 15:51:55 <nielsm> and the user of the scenario editor may well be able to make changes that break the saved game, but can't be detected as breaking it before loading it back in normal play and letting the simulation run for days, months or years 15:52:44 <nielsm> so trying to prevent someone from doing bad things to savegames loaded in the scenario editor is a futile task imo 15:52:57 <nielsm> and you may as well not attempt at all 15:53:08 <nielsm> infinite whack-a-mole 15:53:10 *** Wormnest has joined #openttd 15:56:52 <nielsm> also, I'm sure if you attempt to prevent changes to player configuration in a multiplayer game loaded in scenario editor, someone is going to complain that now they can't use their network server to have friends set up a scenario and stuff AIs in it for a singleplayer scenario use 15:57:19 <nielsm> is it guaranteed to work? no. are they allowed to try? yes why not? 15:58:22 <Samu> from my limited understanding, loading a save in scenario editor, also loads saved ai data, which when saved, will be saved exactly as it was loaded 15:58:57 <Samu> changing the settings in the editor might not be a good idea, haven't really attempted to 15:59:21 <Samu> it will not execute a save from the AI script, it's reusing the loaded data 15:59:43 <Samu> it's a "snapshot" of how the AI was at that time 16:00:52 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] closed pull request #6817: PR for Modernizing for C++11: replacing instances of SmallVector https://git.io/vh0VX 16:00:53 <Samu> in a normal game, it won't reuse the just loaded saved data, it's going to request the ai script to execute its save routines 16:01:25 <Samu> it is fine in this case to allow editing the in-game parameters in this situation 16:04:33 <planetmaker> <nielsm> peter1138, I meant are two modified versions from the same base revision considered equal, i.e. is g12345678M equal to g12345678M (the modifications may be different in each, you can't actually know) <-- they might or might not. But we should not care and allow connecting these builds with eachother 16:04:49 <planetmaker> sorry, unintended, double high-light 16:07:01 <Samu> save stack 16:07:19 <Samu> i followed this somewhere into a save stack 16:07:24 <Samu> already existing 16:07:32 <Samu> will re-save it 16:07:35 <Samu> in scenario editor 16:07:57 <planetmaker> SE is basically like normal game. Except time progression 16:08:13 *** Thedarkb-T60 has joined #openttd 16:10:50 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7121: Fix #7021: Better revision strings for network and gamelog https://git.io/fh6im 16:12:20 <Samu> Now, the "Reset" button situation will depend heavily on the outcome of how the parameters should be handled 16:12:37 <Samu> that's why it wasn't a simple fix 16:12:39 <nielsm> so now we'll just need a database to look up network revision strings and convert to "which build do I download" :) 16:12:52 <planetmaker> how do you mean? 16:13:02 <planetmaker> or ... what for do we need it? 16:13:15 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7130: Codechange: Remove value mangling and field misuse in SLE_WRITEBYTE. https://git.io/fhMuG 16:13:26 <planetmaker> it contains the hash, so git will tell us which version to check, doesn't it? 16:13:45 <nielsm> yes, but won't tell a player looking at the server list which version they need 16:14:15 <nielsm> it's great for the programmatic check, not good for displaying in UI 16:14:33 <planetmaker> do we know the displayed version string of the remote? 16:14:46 <nielsm> no 16:14:46 <planetmaker> as that's what would cut it 16:14:48 <planetmaker> hm 16:15:19 <nielsm> I use the _openttd_revision string when IsReleaseVersion() is true, since then it's probably "1.9.0" or whatever 16:15:46 <nielsm> which is probably good enough? 16:16:06 <planetmaker> so all releases have no issue 16:16:15 <planetmaker> yes, that's good enough. At least for now 16:16:27 <planetmaker> if it turns out not good enough, it's time to act then. 16:16:32 <nielsm> yeah it's nightlies and custom branches that are troublesome 16:16:56 <nielsm> I don't know what JGR or other patchpack authors do 16:17:02 <planetmaker> nightlies have the hash in the name, as does the network revision. No issue either 16:17:07 <nielsm> if they set a custom release version string 16:17:25 <nielsm> are nightlies marked as "release" versions? 16:17:26 <planetmaker> JGR seems to set JGRPP-x.yy.z 16:17:32 <planetmaker> no, nightlies are no releases 16:17:47 <nielsm> okay then they just get the opaque git hash as network revision 16:17:51 <nielsm> not even date 16:18:30 <planetmaker> hm, ok... could it include the commit's date? 16:18:53 <planetmaker> then it would be solved for nightlies, too 16:19:06 <planetmaker> like yyyymmdd (8byte) 16:19:54 <planetmaker> Honestly not sure whether it needs solving, though 16:20:04 <planetmaker> A nightly server might profit from such, though 16:22:36 <nielsm> uhh... just discovered, determineversion.vbs never sets modified=0 (not modified), only ever 1 (unknown) or 2 (yes modified) 16:23:18 <planetmaker> bbl 16:25:23 *** gelignite has quit IRC 16:26:23 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7121: Fix #7021: Better revision strings for network and gamelog https://git.io/fhMzh 16:28:08 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7143: Fix #7142: Missing map bounds check when building long roads. https://git.io/fhMgL 16:32:48 <peter1138> You can't tell if it's a nightly or not, sadly. 16:33:06 <peter1138> Maybe include the date to help that? Hmm. 16:33:22 * LordAro mumbles something about just using yyyymmdd for nightlies 16:33:34 <nielsm> or maybe have the web-based server listing have its own lookup table for known common versions 16:33:44 <nielsm> which is automatically updated when a new nightly is released 16:34:11 <peter1138> Then you need lookups too :/ 16:46:19 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on issue #7144: Editable AI/GS Parameters in the 3 game modes https://git.io/fhM2p 16:48:22 *** HerzogDeXtEr has joined #openttd 17:07:33 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7144: Editable AI/GS Parameters in the 3 game modes https://git.io/fhMld 17:08:17 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7144: Editable AI/GS Parameters in the 3 game modes https://git.io/fhMVS 17:08:39 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7143: Fix #7142: Missing map bounds check when building long roads. https://git.io/fh174 17:08:44 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7142: Assertion when building long road at map border https://git.io/fh1Q8 17:10:01 *** Progman has joined #openttd 17:11:03 <Samu> I'm sorry Peter. it's not easy to make this into just a single issue, it has to have everything else considered 17:11:11 <Samu> a common goal 17:11:23 <peter1138> You can reference multiple issues in a single PR. 17:11:42 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7130: Codechange: Remove value mangling and field misuse in SLE_WRITEBYTE. https://git.io/fhPQ2 17:11:56 *** Wormnest has quit IRC 17:12:36 <Samu> that would be quite too sparse, considering the number of issues 17:12:39 <DorpsGek_II> [OpenTTD/website] nielsmh approved pull request #49: update about.html https://git.io/fhMwT 17:12:40 <Samu> hmm 17:12:56 <peter1138> You can't track them individually then! 17:13:05 <peter1138> Say some get fixes, others don't. 17:13:19 <peter1138> Separate issues makes that much easier to track. 17:13:36 <Samu> I see what you mean 17:13:55 <Samu> but... i need some centralized topic somehow 17:14:01 *** glx has joined #openttd 17:14:01 *** ChanServ sets mode: +v glx 17:14:04 <peter1138> Use your own notepad then. 17:14:21 <Samu> :| 17:14:24 <peter1138> Don't dump everything onto github. 17:14:35 <DorpsGek_II> [OpenTTD/website] planetmaker merged pull request #49: update about.html https://git.io/fh1Px 17:15:41 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #6811: Feature: Add NotRoadTypes (NRT) https://git.io/fhMww 17:15:45 <Samu> when I say, I, I mean, everyone needs to see the whole of the problems being dealt with 17:15:53 <Samu> not "I" 17:15:56 <glx> you can use https://gist.github.com/ to do that I guess 17:15:59 *** Thedarkb-T60 has quit IRC 17:16:38 <nielsm> Samu, or open a thread on tt-forums to discuss it and reach some consensus on what correct behavior should be 17:16:42 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #6811: Feature: Add NotRoadTypes (NRT) https://git.io/fhMwD 17:17:15 <nielsm> because I think that's the first thing to do with scenario editor versus loaded savegames, figure out what should even be considered "correct" 17:17:44 <peter1138> That issue was NOT coherent. 17:17:58 <glx> personnaly I would just removed any player stuff ;) 17:18:02 <peter1138> Just a dump of data and some points after it. 17:18:36 <glx> as a scenario should be an empty map with only towns and industries 17:18:41 <peter1138> nielsm, yeah, that assertion in nrt was actually present in master, just happened to not trigger. 17:18:56 <nielsm> glx ah yeah, convert all roads and channels to public, delete all other transport and delete all companies 17:19:03 <peter1138> nielsm, regression still fails now, but it doesn't crash 17:19:19 <peter1138> I think people like using scenario editor to "touch up" their creations 17:19:24 <glx> but people use SE to hack the savegame 17:19:24 <peter1138> sandbox mode style. 17:19:29 <nielsm> yep 17:19:47 <nielsm> well it might still be useful to have a "clean out players" button somewhere 17:22:40 <peter1138> Yup 17:22:47 <peter1138> Thought we did. Hmm. 17:24:52 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #6811: Feature: Add NotRoadTypes (NRT) https://git.io/fhMrV 17:29:11 <DorpsGek_II> [OpenTTD/OpenTTD] flitzpiepe opened pull request #7145: TBTR 2.0 (Template-based Train replacement) https://git.io/fhMov 17:29:36 <glx> nice title 17:30:27 <peter1138> That's a lot of commits that don't comply with our commit message style :D 17:31:23 <nielsm> and a bunch of merge hmm 17:31:48 <peter1138> As long as it's not merging master... 17:31:59 <planetmaker> if that is all we will have to criticise, that will be good :) 17:32:00 *** Thedarkb-T60 has joined #openttd 17:32:04 <planetmaker> (I haven't looked yet) 17:32:11 <Samu> 147 hidden 17:32:15 <Samu> that's too many 17:33:49 <Samu> nielsm there is a clean out players button already 17:33:57 <Samu> reset landscape 17:34:30 <Samu> removes all companies (but not the gs) 17:40:31 <nielsm> is anyone making a review for the TBTR PR? 17:41:49 *** gelignite has joined #openttd 17:43:54 <Samu> https://gist.github.com/SamuXarick/80b449c63b2b752cc8fa1dfd9e668596 this looks bad, doesn't wrap text? 17:45:58 *** Thedarkb1-T60 has joined #openttd 17:48:28 <peter1138> Format it yourself? 17:48:37 <peter1138> nielsm, way too soon! 17:50:08 <TrueBrain> planetmaker: awesome that you merged in OpenTTD/website; minor request for next time, please check the commit message of people :) 17:50:22 <TrueBrain> personally I don't like the 'enforcing' of the commit message, but I tend to fix it when squashing the commit :) 17:50:37 <TrueBrain> I mean .. "update about.html" ... that is not descriptive :D 17:52:39 *** Thedarkb-T60 has quit IRC 17:54:51 * peter1138 early dinrar 17:55:15 <TrueBrain> Eddi|zuHause: https://github.com/OpenTTD/CompileFarm/issues/18 <- possibly that helps you a bit in a direction to solve this issue 17:55:23 <Eddi|zuHause> is that better than dinzip? 17:56:07 <TrueBrain> basically, someone has to ask Azure what's up :D 17:56:09 <peter1138> Trying and failing a way to get 7zip in there. As clearly that is superior. 17:56:15 <planetmaker> TrueBrain, hm... you're right 17:56:46 <TrueBrain> planetmaker: I made it more pretty now :D 17:56:57 <Eddi|zuHause> TrueBrain: no, i need some more basic understanding of which file does what, and how. and possibly a way to test locally 17:57:02 <TrueBrain> I did the horrible thing of force pushing to a public master branch .. people will hate me :P 17:57:17 <TrueBrain> Eddi|zuHause: you mean Dockerfile? 17:57:31 <planetmaker> I was basically like "all checks green. Change looks valid. --> approve & merge" 17:57:49 <TrueBrain> planetmaker: yeah :D I am still on the fence if I should add the commit message checker .. 17:57:53 <TrueBrain> I find it so rude .. 17:58:04 <TrueBrain> to tell someone they failed, while they only made a bad commit message 17:58:35 <DorpsGek_II> [OpenTTD/website] TrueBrain commented on pull request #49: update about.html https://git.io/fhMie 17:58:55 <Eddi|zuHause> TrueBrain: but why would they write a better commit message next time if you don't tell them? 17:59:14 <planetmaker> TrueBrain, the problem is a bit: we handle repos differently... so it needs different thinking for each :) I agree with your sentiment though 17:59:15 <TrueBrain> Eddi|zuHause: first time contributors? Possibly they are drive-by 17:59:25 <TrueBrain> Eddi|zuHause: so that is only an issue if they make a 2nd or 3rd PR 17:59:39 <Samu> One thing I'd like to be able to change in the scenario editor is the #op codes 17:59:43 <Eddi|zuHause> TrueBrain: or they might drive-by other projects 17:59:46 <TrueBrain> planetmaker: we should make it a single way of doing, I guess :) 18:00:08 <TrueBrain> Eddi|zuHause: pros and cons; often I tell them after the merge: tnx, but your commit messages need improving, so I did that for you 18:00:10 <planetmaker> well, not necessarily. OpenTTD is our main. So extra care there is ok 18:00:11 <TrueBrain> works for me at least 18:00:15 <Samu> but without knowing if it would be problematic, I'm not sure 18:00:30 <planetmaker> And being a bit more relaxed with the rest (at the cost that oversights like mine happen at times) 18:00:49 <TrueBrain> planetmaker: fair point; I agree :) 18:01:23 <Eddi|zuHause> TrueBrain: maybe an inbetween mode "fail" "warning" "ok"? 18:01:34 <TrueBrain> not sure that is possible, but worth a check 18:01:39 <planetmaker> good idea... is that even possible? 18:01:50 <TrueBrain> I guess you can always make a bot write a message if commit message fails 18:01:53 <peter1138> TrueBrain, meanwhile there's a PR #7145 in OpenTTD with 207 commits. All of them fail commit message check :D 18:01:57 <TrueBrain> telling about that 18:02:06 <Samu> where does this gist have any visibility? 18:02:19 <peter1138> I suspect they need to squash it a bit. 18:02:20 <planetmaker> hehe, yeah. And... I wonder how to review such gigantic queue 18:02:25 <TrueBrain> peter1138: holy crap 18:02:53 <LordAro> "lol no" 18:03:01 <LordAro> (i am joking, of course) 18:03:11 <peter1138> Apparently it's a reimplementation, so I'm not sure why it includes fixes. 18:03:29 <TrueBrain> just a working banch 18:03:31 <TrueBrain> branch 18:03:39 <peter1138> Yes 18:03:47 <planetmaker> I wonder about that, too. It looks like organically grown over a year or more. And everything stacked... and not commits amended and squashed 18:03:49 <TrueBrain> that needs a bit love and attention :) 18:03:55 <planetmaker> so the real stuff is very hard to see 18:04:04 <TrueBrain> a feature branch! 18:04:13 <peter1138> Yeah, it's what I do when I'm working on stuff. 18:04:13 <TrueBrain> which reminds me, I am going to try to create binaries for NRT this weekend or so 18:04:17 <TrueBrain> see if we can do that now :) 18:04:22 <peter1138> I then squash small commits together, though... 18:04:33 <TrueBrain> same 18:04:35 <peter1138> TrueBrain, it fails regression testing. 18:04:47 <peter1138> TrueBrain, and the PR is out of date, my branch is current. 18:04:48 <TrueBrain> peter1138: owh .. so I will wait till that is fixed :D 18:04:50 <nielsm> This is becoming a very long review for code style... 18:04:57 <glx> I'm on it 18:05:05 *** Wolf01 has joined #openttd 18:05:11 <peter1138> Apparently I can push to andy's branch but I need to check with him. 18:05:17 <TrueBrain> nielsm: what we used to do, was just ask them to look at the coding style, and try to apply it, without giving specifics 18:05:17 <peter1138> There's some bugs too ;) 18:05:26 <planetmaker> Not sure it's worth individual review on code style... more exemplary on that 18:05:35 <nielsm> how many of us are looking over it right now? :P 18:05:45 <TrueBrain> *launches Minecraft* 18:05:49 <Wolf01> o/ 18:05:56 <Wolf01> Mmmh, what is steam doing? 18:06:04 <Samu> gist doesn't parse images? what the heck is gist for 18:06:09 <planetmaker> I looked at 207 commits with no apparent order and useful descriptions and though "hell, that needs clean-up before review" 18:06:18 <peter1138> planetmaker, same. 18:06:19 <Wolf01> Almost half of my installed games are updating 18:06:27 <TrueBrain> so tell him exactly that, in nice and friendly words :D 18:06:27 <peter1138> Wolf01, updating everything with 0 byte updates. 18:06:33 <peter1138> Means they changed a load of metadata, I think. 18:06:41 <planetmaker> it's like reading the draft-draft-draft of some student's thesis which assume one has infinite time to go through unreflected collection of thoughts 18:08:53 <nielsm> okay I have a review with 36 individual comments... 18:08:57 <nielsm> submit or not? 18:09:00 <nielsm> :( 18:09:11 <Samu> I'm lost 18:09:36 <Samu> gist is not what i was looking for 18:09:42 <TrueBrain> planetmaker / Eddi|zuHause: https://github.com/probot/semantic-pull-requests <- they keep the validator 'pending' if something is wrong with the commit message 18:09:50 <TrueBrain> so that is the "in between" I guess :P 18:10:02 <Eddi|zuHause> i'm trying to write this message: " 18:10:04 <Eddi|zuHause> Thank you for your patch, but this is completely unreviewable in the current state. 18:10:05 <Eddi|zuHause> Please consider grouping commits into more logical units, squashing a few minor edits, and adhere to the commit message style as explained in contributing.md" 18:10:14 <glx> peter1138, Wolf0: directx install package I heard 18:10:21 <TrueBrain> https://github.com/semantic-release/semantic-release <- might be good to switch to this commit message style, btw 18:10:24 <Eddi|zuHause> anyone objecting? 18:10:39 <TrueBrain> Eddi|zuHause: minor rewording: 18:10:54 <TrueBrain> "Thank you for your patch! Before we start to review, we have a few requests for you" 18:11:02 <Samu> into more logical units, more commits! 18:11:07 <TrueBrain> followed by your second line 18:11:26 <TrueBrain> "completely unreviewable" and "but" are kinda negative :) 18:11:38 <peter1138> Might need reminding that push -f is okay :) 18:11:39 <TrueBrain> and link to the CONTRIBUTING.md :) 18:11:54 <TrueBrain> try to guide him to the right path :) 18:12:27 <Eddi|zuHause> how do i put a link to contributing in? 18:12:38 <TrueBrain> [CONTRIBUTION.md](https://....) 18:12:49 <TrueBrain> Markdown yo! :) Possibly the interface also has a "link" button 18:13:07 <TrueBrain> it does! :) 18:13:16 <TrueBrain> I am so used to Markdown these days :D 18:13:40 <peter1138> Dinrar completed, food successfully, er, compressed. 18:13:46 <planetmaker> I like TB's suggestion for the reply 18:14:13 <planetmaker> and peter's hint on push -f and link to contributing.md 18:15:17 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7145: TBTR 2.0 (Template-based Train replacement) https://git.io/fhMPi 18:15:40 <TrueBrain> minor fix :P 18:15:42 <TrueBrain> sorry :D 18:17:01 <glx> hmm why mixer.cpp contains mixed EOL ? 18:17:10 <TrueBrain> because someone FAILED :D 18:17:41 <glx> and that's in the git repo 18:18:00 <Eddi|zuHause> updated 18:18:06 <glx> because if I fix it git diff shows the changed lines 18:18:18 <glx> instead of saying no diff and eol diffs 18:18:18 <TrueBrain> Eddi|zuHause: nice! :) 18:18:21 <peter1138> It's nielsm's changes, he had CRLF issues until just yesterday :) 18:18:50 <peter1138> Not sure how they were allowed in, mind you. 18:18:54 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7145: TBTR 2.0 (Template-based Train replacement) https://git.io/fhMPh 18:19:21 <Samu> my communication skills... arg... i hate myself at times :! 18:19:30 <Eddi|zuHause> peter1138: commit-checker could have crlf checks? 18:19:31 <Samu> just rambling 18:19:35 <Samu> dont mind 18:19:37 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7145: TBTR 2.0 (Template-based Train replacement) https://git.io/fhMXf 18:21:22 <Samu> so, 1 issue per issue, i'm sure this is not going anywhere 18:21:29 <Samu> here goes 18:21:48 <peter1138> show us a gist before posting one 18:21:58 <peter1138> i'm sorry but we need to review your issues :p 18:22:22 <Samu> a gist is here 18:22:29 <Samu> https://gist.github.com/SamuXarick/80b449c63b2b752cc8fa1dfd9e668596 18:22:54 <peter1138> I mean a gist of the issue you wish to post. 18:23:18 <Samu> - AI Config window in SE: loading a scenario of a savegame with multiple human companies, 18:23:18 <Samu> only one human company is displayed as being human. The other human companies can be selected 18:23:18 <Samu> and editable. It's not what happens on a NG (normal game). 18:23:24 <Samu> 1 issue at a time 18:23:35 <Samu> there's 6 18:23:40 <peter1138> I said post a GIST 18:24:08 <peter1138> And what's the point of using your own abbreviations when you need to explain them? 18:25:26 <Samu> https://gist.github.com/SamuXarick/96d59140c352eb8bbf880647ec9165fc 18:25:32 <peter1138> nielsm, you like my branch names, yet?https://github.com/OpenTTD/OpenTTD/compare/master...PeterN:saveload-version-enum-just-numbers-for-now 18:25:39 <peter1138> *yes? 18:25:58 <nielsm> heh 18:26:11 <Samu> i can already see it going the opposite direction, you're now gonna fix it by disabling it in the editor 18:26:16 <peter1138> Samu, please follow the template. 18:27:06 <Samu> but that's a gist 18:28:50 *** andythenorth has joined #openttd 18:29:36 <andythenorth> anyone actually tried TBTR? 18:29:37 <Samu> the expected result is also wrong~ 18:29:48 <Eddi|zuHause> nope 18:29:55 <Samu> https://gist.github.com/SamuXarick/96d59140c352eb8bbf880647ec9165fc 18:29:57 <andythenorth> my first thought is that the GUI doesn't even fit in my screen 18:30:00 <andythenorth> https://www.tt-forums.net/download/file.php?id=158221 18:30:34 <nielsm> sunken separator bars look out of place 18:30:39 <andythenorth> I have an entirely counter proposal to templates 18:30:42 <andythenorth> I wanted them for years 18:30:43 <andythenorth> but now 18:30:50 <andythenorth> I don't 18:31:06 <andythenorth> if I have 50 trains to change consist on 18:31:18 <andythenorth> I make one new one, send all the old ones to depot, and clone the new one 49 times 18:31:22 <andythenorth> pretty easy 18:31:36 <planetmaker> samu, what is a Hu company? 18:31:52 <Samu> a human company 18:32:03 <TrueBrain> saving 3 letters, SMS style FTW! 18:32:15 <planetmaker> I see... yeah 18:32:22 <TrueBrain> 1990 called .. they want their letters back 18:32:30 <TrueBrain> T9 texted me, it is okay to use the keyboard 18:32:38 <planetmaker> Hu company reads to me like Hungarian company :) 18:32:46 <TrueBrain> even with swiping you can talk binary all day 18:32:52 <peter1138> andythenorth, can I push my nrt directly to yours? 18:33:23 <Samu> the expected result is not what I'd aim for a fix 18:33:39 <Eddi|zuHause> TrueBrain: https://i.redd.it/wp7bgfhowip01.jpg 18:33:40 <Samu> because, looking at the whole... it's not the better way 18:33:53 <andythenorth> peter1138: I give you rights, just a sec 18:33:56 <planetmaker> Samu, and why do you then call it "expected result" when you don't expect / want it? 18:34:27 <Samu> because that's what everyone would expect atm 18:34:30 <Eddi|zuHause> andythenorth: ok, that GUI is in dire need of a cleanup 18:34:44 <andythenorth> peter1138: invited you to my repo 18:34:58 <peter1138> Samu, write what *you* expected to happen when you did it. 18:35:06 <andythenorth> so one counter for templates would be 'clone n' which has been requested multiple times, but eh 18:35:16 <planetmaker> samu, you should indeed make-up your mind what is a good overall way. What you expect a good interface to do and look like 18:35:21 <andythenorth> another is 'auto-replace n' instead of 'autoreplace 1' 18:35:23 <glx> Samu: only network savegames can have more than one human company 18:35:24 <planetmaker> and compare that to the current one 18:35:27 <Samu> i already made up my mind 18:35:39 <andythenorth> rule based autoreplace is probably not very intuitive, but likely very powerful 18:35:39 <Samu> but you want me to slice it into minor prs 18:35:46 <planetmaker> glx, yes-ish... but what is when you load a network save in single-player? Easy to do 18:35:59 <Samu> they aren't sensible alone, it's part of a whole that they only start making sense 18:36:02 <planetmaker> The difference betwwen "network save" and "single-player save" does not exist 18:36:07 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT) https://git.io/vhlfg 18:36:13 <glx> and SE was never supposed to work well with companies on it 18:36:39 <planetmaker> Indeed it makes IMHO sense to mark company slots as "AI (AI-name)" and others as "human" - irrespective of SP or MP game 18:36:49 <glx> I know planetmaker, that's why SE assumes human as company 0 18:36:54 <glx> and IA elsewhere 18:36:56 <andythenorth> so when's the 1.9.0-RC1? 18:36:59 <andythenorth> :) 18:37:00 <planetmaker> though OpenTTD need not offer and facilities to add other human companies 18:37:05 <Samu> i have my stuff done, pretty much, it's just that I now have to turn it into smaller parts, it's not easy to explain it, to expose it this way 18:37:06 <andythenorth> clock is ticking, I think we'll have bugs arising 18:37:14 <peter1138> andythenorth, merge nrt! do it! 18:37:19 <andythenorth> so broken 18:37:22 <TrueBrain> lets do NRT after 1.9 :D 18:37:27 <peter1138> Ignore the regression test! 18:37:31 <andythenorth> NRT is blatantly 2.0 18:37:32 <TrueBrain> andythenorth: is the nightly play-tested you think? 18:37:40 <andythenorth> TrueBrain: already it has found bugs 18:37:45 <Eddi|zuHause> planetmaker: maybe i wouldn't call it "human" but "player"? 18:37:45 <andythenorth> how many downloads? 18:37:57 <TrueBrain> will check about that this weekend 18:38:12 <planetmaker> Eddi|zuHause, I don't mind the semantics in that case. Either way is fine for me 18:38:31 <planetmaker> Honestly it's not a bad thing, if OpenTTD would allow also in SP different player companies 18:38:40 <planetmaker> it's not like you cannot move between them anyway 18:38:43 <Eddi|zuHause> "Company Name 1 (Player)" "Company Name 3 (AI)" 18:39:42 <Eddi|zuHause> planetmaker: well, all the interfaces for that are already there, just guarded behind "is multiplayer" 18:39:46 <glx> isn't there an isai mark in companies ? 18:39:54 <glx> in the savegame I mean 18:40:00 <Eddi|zuHause> planetmaker: i once played alone on a local server just to have multiple companies 18:40:03 <peter1138> Samu, so your "expected/actual" results are ... completely unrelated to your "steps to reproduce" 18:40:04 <planetmaker> I think there is @ glx 18:40:18 <planetmaker> Eddi|zuHause, exactly. Me, too. And we're certainly not the only ones 18:40:28 <peter1138> Samu, so I still don't know what the actual issue. 18:40:31 <glx> the SE probably ignore it 18:40:38 <peter1138> I can probably guess, but we should not need to guess. 18:41:18 <peter1138> (How do you load a savegame in the scenario editor, anyway? :p) 18:41:29 <Samu> rename .sav to .scn 18:41:40 <peter1138> So it's not even supported anyway. 18:41:52 <Samu> it is 18:42:01 <Samu> i read it somewhere 18:42:03 <glx> not directly 18:42:08 <Samu> that's how i learn about it too 18:42:23 <glx> it's not recommended to use it that way 18:42:27 <LordAro> "supported" is not the same as "it works" 18:42:46 <peter1138> Anyway, can you try rephrasing your gist to explain what issue you are talking about? 18:43:15 <peter1138> Maybe the conversation in here could help you do that (but don't just paste the conversation) 18:45:02 <glx> indeed there's is_ai in Company 18:45:24 <planetmaker> you can still move yourself to an AI company 18:45:31 <planetmaker> doesn't exactly make it supported either 18:46:09 <glx> true, but as I understand it SE doesn't check is_ai 18:46:35 <planetmaker> why should it check or distinguish companies? 18:46:54 <glx> I mean ai config window in SE 18:47:19 <glx> SE indeed doesn't care 18:47:49 <peter1138> is the AI config window different in SE? 18:48:05 <peter1138> And is this samu's issue? 18:48:25 <glx> same as intro and game, with different rules inside I think 18:48:43 <glx> and I guess SE is identical to intro 18:48:47 <Samu> the AI config window needs different rules in all 3 game modes 18:48:52 <Samu> no, not entirely 18:49:21 <peter1138> presumably it can be more lax in the scenario editor. it is an editor, after all. 18:49:35 <glx> considering human in slot 0 and IA in other slots is very intro to me 18:50:20 <Samu> you enter scenario editor, and slot 1, or 0 as you say, has no company 18:50:39 <Samu> it's not equal to main menu 18:50:39 *** Thedarkb1-T60 has quit IRC 18:51:28 <Samu> se assumes it's human 18:51:54 <glx> yes because it ignores the saved companies 18:52:10 <glx> that's what I guess 18:53:36 <Samu> what shall my gist be written like? sorry for asking 18:56:32 <Samu> the expected result is... 18:56:37 <Samu> - human companies should not be selectable 18:56:37 <Samu> - every slot should be selectable and editable 18:57:04 <Samu> my suggestion would be the 2nd line 18:57:41 <Samu> but what it's currently assumed is that human companies should not be selectable 18:57:50 *** Thedarkb1-T60 has joined #openttd 18:57:54 <Samu> elsewhere 18:58:43 <Samu> in a normal game it's not selectable 18:58:46 <glx> for me behaviour should match running game regarding selectable, but intro regarding editable settings 18:59:21 *** supermop_work has joined #openttd 18:59:24 <glx> because it's an existing game, but it's not running 18:59:39 <Samu> human company could also be reseted in multiplayer 19:00:06 <Samu> the slot could be editable, regardless if it's currently occupied by a human 19:00:38 *** supermop_work__ has joined #openttd 19:00:43 <Samu> and move down, move up the config into a non occupied slot for commodity 19:02:37 *** supermop_work_ has quit IRC 19:07:26 *** supermop_work has quit IRC 19:07:36 <Samu> I can't do this.. i'm stuck 19:08:08 <Samu> this = split into smaller commits 19:09:39 *** Thedarkb1-T60 has quit IRC 19:10:24 *** Laedek has joined #openttd 19:12:44 <LordAro> Samu: you're good at testing pathfinders, feel like testing #7114 ? 19:13:28 <Samu> ok, if you test this: https://github.com/OpenTTD/OpenTTD/pull/7084 19:13:31 <Samu> :) 19:14:32 <LordAro> ha 19:14:36 <LordAro> i'll have a look 19:15:12 <LordAro> peter1138's right though, the "overhaul" commit does need splitting up 19:15:21 <LordAro> (and the tt-f link removing from the commit message) 19:16:24 <Samu> cloning 19:17:19 <Samu> ah, that's a fix to something i reported, cool, gonna test 19:19:09 *** andythenorth has quit IRC 19:34:04 <DorpsGek_II> [OpenTTD/OpenTTD] flitzpiepe commented on pull request #7145: TBTR 2.0 (Template-based Train replacement) https://git.io/fhMH1 19:34:51 <DorpsGek_II> [OpenTTD/OpenTTD] flitzpiepe commented on pull request #7145: TBTR 2.0 (Template-based Train replacement) https://git.io/fhMHy 19:39:29 <nielsm> hmm, not sure how much to put in those words, but the comment about "much more stable" for TBTR feels omnious to me, "it doesn't crash quite as often" 19:39:38 <nielsm> (meaning it still crashes occasionally) 19:43:12 <LordAro> nielsm: indeed 19:43:44 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7145: TBTR 2.0 (Template-based Train replacement) https://git.io/fhMQl 19:43:55 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7145: TBTR 2.0 (Template-based Train replacement) https://git.io/fhMQ8 19:44:49 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7145: TBTR 2.0 (Template-based Train replacement) https://git.io/fhMQg 19:46:43 <LordAro> not a huge fan of the TBTR acronym either 19:46:50 <nielsm> tea-butter 19:47:04 <nielsm> tub-tor? 19:47:23 <nielsm> taboo truck? 19:47:36 <Eddi|zuHause> a (simplified) version of that might also be useful for other vehicle types 19:48:03 <Eddi|zuHause> but maybe shelve that idea until we cleaned it up :p 19:48:32 <nielsm> looks like it's a swedish dude, by this commit message "normalized the {} for some case:s" 19:48:51 <nielsm> I don't know anyone but swedes using : instead of apostrophe 19:48:59 <LordAro> curious 19:57:13 <nielsm> any chance for another review of fix-networkrevision? :} 19:59:06 <nielsm> ...I suppose the increase in NETWORK_REVISION_LENGTH may be moot now the network revision is only git hash? 19:59:10 <Samu> LordAro tried to trigger the asserts but couldn't 19:59:18 <Samu> it's always chosing a track 19:59:32 <LordAro> sounds like it's working then :) 19:59:44 <LordAro> try other vehicle types as well, to make sure they don't do unexpected things 19:59:53 <Samu> tried ship, road vehicle and train 19:59:59 <LordAro> excellent 20:00:00 <Samu> with no track in front 20:00:08 <Samu> going to itself 20:00:13 <Samu> to depot 20:00:19 <LordAro> comment as such on the PR, if you would be so kind :) 20:01:22 <Samu> it was only a ship issue 20:01:39 <Samu> tested the same manner with road vehicle and train, it was behaving fine 20:01:58 <Samu> ok posting 20:05:35 <Samu> wanna see what the code is doing different, brb 20:07:36 <Samu> if it ignores the first tile, but there is no tile ahead, what does it do then? 20:07:48 <Samu> it's chosing a track still 20:13:19 *** gelignite has quit IRC 20:16:53 <Samu> interesting, this change may affect river generation 20:17:03 <Samu> maybe that's what he was refering to, with thoroughly 20:17:41 <Samu> or maybe not 20:17:48 <Samu> have to check river gen code again 20:18:03 <Samu> i don't think a river can start and end in the same spot 20:23:06 *** HerzogDeXtEr has quit IRC 20:23:10 <Samu> yep, won't cause any difference to river generation 20:24:29 <Samu> it always require a minimum of moving a tile 20:24:45 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7114: NPF bails out when source tile is also a destination tile https://git.io/fhMdR 20:26:33 *** Progman has quit IRC 20:36:27 *** tokai|noir has joined #openttd 20:36:27 *** ChanServ sets mode: +v tokai|noir 20:39:03 *** sla_ro|master has quit IRC 20:42:43 *** Gja has joined #openttd 20:43:04 *** tokai has quit IRC 20:52:03 *** Thedarkb1-T60 has joined #openttd 20:56:02 <DorpsGek_II> [OpenTTD/OpenTTD] flitzpiepe commented on pull request #7145: TBTR 2.0 (Template-based Train replacement) https://git.io/fhMNe 20:58:19 *** Thedarkb-T60 has joined #openttd 21:01:14 *** Thedarkb1-T60 has quit IRC 21:31:42 *** andythenorth has joined #openttd 21:35:01 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7146: Fix: don't show OS error box for non GUI video drivers https://git.io/fhMp3 21:37:59 *** nielsm has quit IRC 21:38:52 <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7146: Fix: don't show OS error box for non GUI video drivers https://git.io/fhMpo 21:45:12 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7146: Fix: don't show OS error box for non GUI video drivers https://git.io/fhMp3 21:47:37 <Samu> jesus, even the simple change of increasing max no competitors to 15 requires deep changes to avoid crashes 21:48:24 <Samu> by allowing 15, move down needs changes 21:48:57 <Samu> bah, i'm working backwards 21:49:36 <Samu> i already have this done 21:49:39 <Samu> :( 21:50:01 <Samu> i can't just simply split this into small pr's 21:54:12 <LordAro> Samu: almost as if there's an awful lot of stuff that assumes 14 21:54:25 <LordAro> refactors first, i.e. fixing all the things that assume 14 21:54:35 <LordAro> then add individual "features" one at a time 21:54:56 <andythenorth> I don't want to be discouraging, but does TMWFTLB apply here? 21:55:05 <andythenorth> 14 -> 15 is not much gain for a lot of effort 21:55:20 <LordAro> also ^ 21:55:26 <Samu> it is already done, the entire work 21:55:35 <andythenorth> if it's a large changeset, we're not likely to accept it 21:55:35 <Samu> now i'm trying to split it apart 21:55:45 <Samu> that's where I'm failing 21:55:49 <andythenorth> the risk of side effects vs. the benefit, the review time doesn't pay off 21:56:18 <andythenorth> there's an implicit calculation that is not often rationalised, but summed up by TMWFTLB 21:56:48 <andythenorth> 'but this one goes to 11' 21:56:51 <Samu> yeah, you guys even get confused with my ramblings 21:56:53 * andythenorth should go to bed 21:57:13 <andythenorth> a big change introduces risk 21:57:24 <andythenorth> the risk isn't worth it for a tiny benefit 21:57:27 <andythenorth> risk is boring 21:57:42 <andythenorth> risk means reverts, or hot fixes, and having to read bug reports 21:57:50 <andythenorth> risk is a party pooper 21:58:23 <Samu> I'm failing to tear my big PR into small parts, as requested 21:58:42 <andythenorth> big UI changes are very very hard to split across multiple PRs 21:58:54 <andythenorth> they tend not to make sense in fragments 21:58:56 <Samu> the PR itself is finalized 21:59:00 <glx> and 14->15 should not have been part of the GUI work 21:59:16 <Samu> but it has to 21:59:22 <andythenorth> why? 21:59:23 <glx> it's a separate feature 21:59:24 <Samu> it's deeply integrated into it 21:59:31 <andythenorth> that's a bad sign :) 21:59:36 <LordAro> well that's part of the issue, it shouldn't be 21:59:50 <Samu> the move down button is fine for a max of 14 21:59:51 <LordAro> 14->15 should be a separate commit(s)/PR, GUI changes should follow from that 21:59:55 <Samu> but not for a max of 15 21:59:57 <andythenorth> I write a lot of big UI changes, and I know how they end up integrated with other changes, but they shouldn't 22:00:40 <andythenorth> why not 32 AIs? 22:00:42 <andythenorth> or 64? 22:01:11 <Samu> 15 companies is the real max 22:01:17 <andythenorth> or to ask another way, why is it 14 currently? 22:01:25 <LordAro> Samu: ok, first step, is to make the GUI not care about how many AIs there are 22:01:27 <Samu> and there were no real issues with manually starting 15 ais 22:01:32 <Samu> it's just the gui 22:01:45 <andythenorth> do we need a gui to start 15? 22:01:55 <glx> the limitation was due to available company colours 22:01:56 <Samu> yes, if you move yourself to spectator 22:02:09 <andythenorth> RGB COLOURS! 22:02:15 <andythenorth> oof 22:02:29 <andythenorth> no but we could add more company colours :P. There are a few ranges unexploited 22:02:40 <andythenorth> *that* would be nice 22:02:53 <Samu> you can already create 15 companies 22:02:57 <Samu> what are you on about? 22:03:44 <andythenorth> how many AIs can you create? 22:03:54 <Samu> manually? 15 22:03:58 <Samu> automatically? 14 22:04:07 <andythenorth> why? 22:04:15 <milek7> btw. how it was handled in 240 companies patch? or it wasn't handled properly? 22:04:32 <Samu> i didn't try my gui with your patch 22:04:44 <Samu> it would fail, i removed the scrollbar... 22:04:48 <Samu> vertical 22:05:25 <andythenorth> what were we discussing again? o_O 22:05:41 <Samu> the simple fact that changing 14 to 15 requires gui changes 22:05:49 <andythenorth> why? 22:05:50 <Samu> or else gui crashes 22:06:04 <andythenorth> wait 22:06:11 <andythenorth> you say above we can create 15 already 22:06:35 * andythenorth is thoroughly confused and will stop asking 22:06:37 <andythenorth> not helping 22:06:39 <Samu> the gui imposes a limit of 14 22:06:44 <Samu> but the real limit is 15 22:06:48 <andythenorth> how do you create 15 manually? 22:06:57 <Samu> start multiplayer game 22:06:57 <andythenorth> manual = gui, no? 22:07:04 <Samu> move to spectator 22:07:07 <Samu> resetcompany 1 22:07:11 <Samu> startai x15 22:07:56 <andythenorth> ok so in summary: you're fixing a perceived defect with the AI GUI, which should support 15 AIs, but only supports 14? 22:08:06 <Samu> yes 22:08:13 <andythenorth> anyone know why it only supports 14? 22:08:18 <andythenorth> mistake, or design? 22:08:27 <Samu> because it was probably designed for single player in mind 22:08:31 <glx> Samu: your change in src/table/settings.ini is wrong btw 22:08:34 <milek7> or rather, allowing to spawn ai in place reserved for player normally 22:09:30 <Samu> why wrong? 22:09:58 <andythenorth> is company colour a nibble? 22:10:04 <glx> because companies range from index 0 to index 14, and that's 15 companies 22:10:20 <Samu> MAX_COMPANIES = 15 already 22:10:30 <glx> company index 15 is town 22:10:50 <peter1138> Evening. 22:11:03 <andythenorth> yo 22:11:11 <andythenorth> so...more company colours then? 22:11:17 <Samu> it's used like < MAX_COMPANIES everywhere i see it 22:11:26 <Samu> not <= 22:11:34 <glx> MAX_COMPANIES is not a valid company number 22:11:34 <LordAro> Samu: arrays start from 0 22:11:43 * andythenorth would like black, there's a grf for that 22:11:51 <andythenorth> company colour grfs! 22:11:56 <andythenorth> just recolour sprites :P 22:12:05 <peter1138> Eh 22:12:08 <glx> MAX_COMPANIES = 0x0F, ///< Maximum number of companies 22:12:08 <glx> OWNER_TOWN = 0x0F, ///< A town owns the tile, or a town is expanding 22:12:10 <peter1138> There's the RGB company colours patch ;) 22:12:14 <andythenorth> so I heard 22:12:15 <glx> from owner enum 22:12:15 <Samu> but MAX_COMPANIES - 1 is what defines it to be 14 22:12:22 <andythenorth> I even saw a picture once 22:12:23 <glx> yes from 0 to 14 22:12:25 <peter1138> You can have BLACK with that. 22:12:28 <glx> = 15 22:12:30 <andythenorth> company colour grfs, with date callbacks 22:12:39 <andythenorth> so you encode the full history of British Rail liveries 22:12:44 <andythenorth> automagically 22:13:01 <peter1138> :D 22:13:07 <andythenorth> also 3rd company colour, it's only a few more bits 22:13:14 <LordAro> oh god 22:13:16 <glx> you can't have company 15 22:13:21 <Samu> that setting is used for max_no_companies 22:13:28 <Samu> min value is 0 22:13:33 <Samu> max value is 14 22:13:35 <Samu> i changed it to 15 22:13:51 <andythenorth> isn't company 15 town? 22:13:58 <Samu> it's not used for index 22:14:05 <Samu> but for counting the num of companies 22:14:08 <andythenorth> didn't I run into company null or something once, for dead companies? 22:14:08 <LordAro> i'm pretty sure we don't want to allow people to start 15 AIs normally 22:14:22 <andythenorth> somewhere in NRT, I'm sure I found there's a dead company value for infra 22:14:26 <glx> but player + max_no_companies = 15 companies 22:14:57 <Samu> ah, you refer to the current way ai_gui is counting them 22:15:05 <andythenorth> oof 22:15:06 <Samu> that needs deep changes 22:15:08 <andythenorth> 255 compaies? 22:15:11 <andythenorth> companies * 22:15:11 <glx> that's how the game counts it 22:15:22 <Samu> the changes I've already went through 22:15:32 <Samu> the "overhaul!" 22:15:54 <glx> would be better to allow company 0 to be an AI without touching this setting 22:16:34 <glx> like you set 14 max competitors + an IA as company 0 22:17:50 <glx> because max_no_companies should still be an addition to the company 0 22:18:26 <Samu> i made the necessary changes regarding that 22:18:31 <peter1138> andythenorth, there's probably a patch for that... 22:18:50 <glx> so when you set it to 15 no Human company can't exist 22:18:59 <Samu> yep 22:19:12 <glx> but that totally changes the meaning of the setting 22:19:28 <glx> it's a difficulty setting for real players 22:19:38 <Samu> you can still start 15 ais in single player 22:19:58 <glx> as I said better to add a option to replace human company by an AI 22:20:02 <Samu> requires moving to an AI company, via cheat screen, and letting first company bankrupt 22:20:56 <glx> not if it's set before the game start and handled correctly by the engine 22:21:19 <glx> dedicated server has no issue to start a game without players 22:21:35 <glx> you just want a dedicated server with GUI and 15 AIs 22:22:11 <Samu> yes, but it's already possible via openttd interface as well 22:22:29 <Samu> but i agree 22:22:33 * andythenorth is thoroughly confused 22:22:34 <Samu> it would be even better 22:22:43 <andythenorth> this is a lot of work to add 1 more AI to the UI 22:22:46 <Samu> start as spectator 22:23:41 <andythenorth> so if I start 15 AIs, how do I play? 22:23:44 <Samu> single player could have a spectator slot 22:23:51 <Samu> i wouldnt mind 22:24:02 <Samu> you spectate 22:24:03 <andythenorth> ok so one of my kids plays with 14 AIs 22:24:04 <Samu> dont play 22:24:12 <andythenorth> he sets it to 15 22:24:15 <andythenorth> and starts a new game 22:24:17 <andythenorth> what happens? 22:24:20 <glx> everything already handles correctly the 15 companies, you really just need some changes to start as spectator and put an AI in slot 0 22:24:53 <Samu> ais already can start in slot 0 22:24:58 <andythenorth> so if I start a game with 15 AIs, I'm a spectator? 22:25:41 <Samu> the ais don't start right 22:25:52 <Samu> it'd be preferible to start a game as a spectator 22:25:53 <glx> yes, but I mean for a non dedicated game, you just need an option so the "player" starts as spectator instead of creating company 0, then you're free to put an AI there 22:26:10 <andythenorth> so we change the game start for all single player? 22:26:18 <andythenorth> you start as spectator, then have to join a company? 22:26:39 <glx> it's a special case to get 15 AIs running 22:26:52 <glx> could be a dev option 22:27:03 <Samu> hmm plausible idea 22:27:19 <Samu> gonna see if i can do it 22:27:50 *** Gja has quit IRC 22:27:58 <andythenorth> I'm trying to imagine the pitch 22:28:08 <andythenorth> "Feature: we made it possible for you to spectate an all-AI game" 22:28:27 <peter1138> andythenorth, no "AI Settings Overhaul" 22:28:29 <glx> sure some people would like it 22:28:30 <andythenorth> "Feature: when starting single-player, you will now always start as a spectator, and you will have to join a company" 22:28:32 <Samu> could bring back ai competitions 22:28:33 <peter1138> That totally explains what it does 22:28:51 <andythenorth> "Note: if you don't join a company before the AIs start, you will not be able to play" 22:29:07 * andythenorth must be missing the point 22:29:11 <glx> you can still kill an AI 22:29:22 <Samu> well yeah, i added a Stop AI button too 22:29:29 <peter1138> andythenorth, I love that we've spent weeks discussing this ;) 22:29:37 <andythenorth> yeah 22:29:41 <andythenorth> to add 1 extra AI to the UI 22:29:53 <glx> to finally understand the goal :) 22:29:56 <andythenorth> to support the need of the 1 person in the world who wants to do it 22:29:59 <andythenorth> who can already do it 22:30:05 <andythenorth> but now wants a UI for it 22:30:19 <Samu> yes :| 22:30:30 <andythenorth> to be really clear, and not mean, I think samu's goal is fine for Samu 22:30:35 <andythenorth> I just don't think it's shared 22:30:53 <andythenorth> depot ctrl-click counter for vehicles anyone? :P 22:31:05 <Samu> i guess I got addicted 22:31:19 <glx> I'm quite sure AI devs would like to see their AI running without having to check the money for company 0 22:31:41 <andythenorth> I'm quite sure as newgrf dev, I'd like to always start with £10m money 22:31:47 <andythenorth> and no town ratings 22:31:58 <andythenorth> and industry production cheat enabled 22:32:02 <glx> it's possible, use a game script 22:32:03 <andythenorth> and magic bulldozer 22:32:24 <andythenorth> newgrf deity mode 22:33:00 <glx> anyway it should be an option, not a change affecting all other players 22:33:30 * andythenorth wonders about newsandboxgame 22:33:52 <andythenorth> which ships with a bunch of cheats enabled 22:34:00 <andythenorth> for content development 22:34:33 <andythenorth> possibly even just loads a different config 22:35:04 <Samu> anyway, the gui could use some improvements 22:35:28 <Samu> because setting up scripts in gui is much more natural 22:35:37 <Samu> than doign in console way 22:35:49 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7121: Fix #7021: Better revision strings for network and gamelog https://git.io/fhDfD 22:36:25 <Samu> speaking about when a game is already running 22:38:55 <Samu> okay, i'm alone on this :| 22:39:35 <LordAro> Samu: not saying your gui improvements aren't good, just don't want the 14 -> 15 change :) 22:39:47 <peter1138> andythenorth, i found my stash containing related vehicles changes 22:39:50 <peter1138> it's not very big 22:39:56 <peter1138> (read: doesn't do anything yet) 22:40:30 <andythenorth> https://dev.openttdcoop.org/attachments/download/9259/very-groupy.png 22:40:44 <andythenorth> few problems with that drawing, but eh 22:40:45 <peter1138> Yes 22:41:02 <andythenorth> synchronising intro dates was separate 22:41:06 <andythenorth> simple property 22:41:18 <peter1138> Yeah, cos that's useful for other things. 22:42:04 <andythenorth> Eddi|zuHause had a proposal for that using the game seed, can't remember what 22:43:09 <Eddi|zuHause> yeah, each time intro date variation is called, init with game seed and date property, so you get reproducible randomisation 22:43:32 <Eddi|zuHause> every vehicle set to enter at the same date will stay at same date, just moved randomly 22:44:14 <Eddi|zuHause> all vehicles with the same introdate will be moved "en bloc" 22:44:38 <peter1138> uint32 r = Random(); 22:44:40 <peter1138> ---> 22:44:45 *** keoz has quit IRC 22:45:01 <peter1138> if (somepropertysetonengine) uint32 r = Random(gameseed); 22:45:04 <milek7> how likely it is to get merged? ;d 22:45:05 <milek7> https://i.imgur.com/rz5W6yA.png 22:45:27 <peter1138> Grey grass? Never!" 22:45:40 <Eddi|zuHause> peter1138: i'd just do it for all existing sets, without new property 22:45:40 <milek7> about companies 22:45:58 <peter1138> Eddi|zuHause, that breaks them because the spec's been changed. 22:46:17 <Eddi|zuHause> peter1138: where in the spec does it specify how the randomness is calculated? 22:46:32 <peter1138> uint32 r = 4; 22:46:36 <peter1138> There you go then. 22:46:48 <peter1138> Guaranteed random number. 22:48:02 <Samu> looks like I'm not entirely alone 22:48:02 <Eddi|zuHause> peter1138: intro date has weird corner case specs anyway 22:48:09 <Eddi|zuHause> peter1138: i don't think there's much harm 22:49:16 <andythenorth> it's depot flip all over again! 22:49:22 * andythenorth doesn't much care prop or no prop 22:49:36 * peter1138 flips andythenorth's depots. 22:49:40 <andythenorth> I think it would be interesting to have a separate prop to specify random range per vehicle :P 22:49:40 <Eddi|zuHause> peter1138: but i guess we could add a flag somewhere 22:49:53 <andythenorth> I would like to make some jokers 22:50:09 <Samu> i used to watch 4 ais vs 4 ais in starcraft, warcraft... i don't think i'm the only one in the world that enjoys AIs 22:50:17 <andythenorth> +/-10 years 22:50:49 <Eddi|zuHause> train prop 27 (misc flags) seems to be already full 22:50:59 <Samu> even made some ai scripts for war3 22:51:35 <Samu> it would always let me use all slots for AIs 22:51:49 <Samu> why must openttd be different 22:52:40 *** Wolf01 has quit IRC 22:53:14 <andythenorth> historical reasons 22:53:36 <Samu> if i recall, even brood war now lets 8 ais start, there's spectator slots 22:54:18 <andythenorth> so we have 14 22:54:22 <andythenorth> so we're still winning ;) 22:54:25 <Samu> 15* 22:54:41 <Samu> + some 255 spectator slots or so 22:55:20 <andythenorth> eh what " full git model with branches being merged instead of rebased " 22:55:28 <Samu> ok, suppose I change it back to 14 22:55:32 <andythenorth> I thought rebase was the bees knees? 22:55:46 <peter1138> It is the bees knees. 22:55:48 <glx> it's just slot 0 is currently reserved to human 22:55:53 <andythenorth> knees of bees 22:55:54 <Samu> i would still have to manually start the 15th ai :( 22:56:02 <peter1138> But it's not how git is meant to work :D 22:56:05 <andythenorth> oic 22:56:12 <andythenorth> I thought I was doing it wrong all these years 22:56:23 <andythenorth> feature branch -> milestone branch -> master 22:56:29 <andythenorth> merges all the way 22:57:11 <Eddi|zuHause> it depends a bit 22:57:12 <andythenorth> but tbh, rebase makes complete sense for working with github and 'everything is a fork' 22:57:13 <LordAro> Samu: last time i checked, AIs don't start all at once anyway, so if you're doing any half decent AI battle, you're going to want to start them all manually at the start anyway 22:57:39 <andythenorth> rebasing on upstream seems a lot cleaner than merging 22:58:04 *** Flygon has joined #openttd 22:58:05 <andythenorth> AI battle mode 22:58:31 <andythenorth> 'New Game', 'Play Scenario', 'Watch AI Game' 22:58:43 <Samu> hmm, making ais start right away 22:58:43 <peter1138> LordAro, it's probably all in the AI settings overhaul patch. 22:58:53 <peter1138> LordAro, as in... the one that doesn't explain anything :p 22:58:53 <andythenorth> also 'New newgrf dev deity mode game' 22:58:55 <Samu> that could be a nice idea 22:59:18 <andythenorth> how big are the knees on bees? 22:59:20 <peter1138> Hmm, I should have a shower and then get dressed into pyjamas. 22:59:22 <Samu> min start_date is 1 atm, i could make it 0 22:59:25 <andythenorth> I was going to shower 22:59:29 <andythenorth> I just went climbing 22:59:34 <Samu> and that would make them start immediately 22:59:36 <andythenorth> so I smell of chalk and natural deodorant 22:59:44 <andythenorth> but I cba and am getting in bed 23:00:02 <andythenorth> but I will dream of AIs 23:00:07 <andythenorth> do AIs dream of AIs? 23:00:13 <andythenorth> sheep AIs? 23:00:40 <Samu> so many ideas 23:01:02 <glx> some random time is added to start_date IIRC, so indeed if you add a special value like 0, you could make it start immediately 23:02:12 <andythenorth> sounds like vehicles :P 23:02:25 <andythenorth> let's add a framework! 23:02:29 <Samu> i was never a fan of that random deviation thing 23:02:32 <andythenorth> for start dates on generic objects! 23:02:39 <andythenorth> isn't that how enterprise software works? 23:02:56 <supermop_work__> late for climbing, no? 23:03:39 <Samu> but 0 could me a special case 23:03:39 <andythenorth> finished at 21.30 or something 23:03:41 <andythenorth> dunno 23:03:57 <andythenorth> what's needed here is more bed 23:03:59 <andythenorth> bye 23:03:59 *** andythenorth has left #openttd 23:04:14 <Samu> let me write down my TODO 23:08:39 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7084: Change: AI/GS Config GUI overhaul https://git.io/fhDT9 23:16:20 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z opened pull request #7147: Change: Synchronize randomness in vehicle introduction… https://git.io/fhDkW 23:16:30 <Eddi|zuHause> someone want to test that? 23:26:38 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7148: Switch saveload versions from literal numbers to enum values. https://git.io/fhDIU 23:28:01 <peter1138> Bah, I was peckish after cycling this evening, and so... pecked too much :/ 23:30:01 <Eddi|zuHause> bon apetit 23:30:14 <peter1138> Yea! 23:34:02 <Eddi|zuHause> there's this historic anecdote according to which Frederic the great sent this picture to voltaire https://wikimedia.org/api/rest_v1/media/math/render/svg/89d77e0dbaf57fbbaf77d2dfcd1cde28e19c97b5 and voltaire answered "Ga" 23:36:55 <Eddi|zuHause> (you're supposed to read that as "s sous p a cent sous six" and "g grand a petit", or "A souper a Sanssouci?" "j'ai grand appetit") 23:37:48 <Eddi|zuHause> also, your build failed 23:38:21 <Eddi|zuHause> lots of trailing whitespace 23:38:44 <Eddi|zuHause> in saveload.h 23:40:36 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT) https://git.io/vhlfg 23:41:08 <Samu> I need to add 1 more tick delay for AIs before they start 23:41:40 <Samu> with a start_date = 0, all AIs can start in 15 ticks 23:41:56 <Samu> not exactly at the same time, but almost 23:43:10 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT) https://git.io/vhlfg 23:43:54 <Samu> for a start_date = x, the delay is 1 + AI::GetStartNextTime() * DAY_TICKS; 23:44:11 <Samu> 75 ticks for 1 day, 129 for 2 days, etc.. 23:44:18 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #6811: Feature: Add NotRoadTypes (NRT) https://git.io/fhDLL 23:44:22 <peter1138> Running ai/regression/tst_regression... passed! 23:44:24 <peter1138> :D 23:44:48 <Samu> @calc 74 * 2 23:44:48 <DorpsGek> Samu: 148 23:44:54 <Samu> meh, 149 then 23:45:28 <Samu> or maybe not, i can make this better 23:49:32 <Samu> getstartnexttime = 0 ? 1 : getstartnexttime :) 23:53:00 <Samu> trying a while 23:57:59 <Samu> alright, just made them all start exactly in the same tick 23:58:16 <Samu> now need to take care of that random deviation