Log for #openttd on 2nd February 2019:
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00:00:35  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7148: Switch saveload versions from literal numbers to enum values.
00:01:53  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7148: Switch saveload versions from literal numbers to enum values.
00:03:15  <Samu>
00:06:04  *** nielsm has quit IRC
00:06:24  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7150: Change: Make ships stop in locks to move up/down instead of following the slope.
00:07:58  <glx>  || _local_company == COMPANY_SPECTATOR is useless
00:08:32  <glx> can't be true without the setting
00:10:05  <glx> and can be simplified with _settings_client.gui.start_spectator && _local_company == COMPANY_SPECTATOR
00:10:51  <glx> one less else
00:13:14  <Samu> it can be disabled and i'm still being a spectator
00:13:30  <Samu> must keep the join button yet
00:15:19  <Samu> hmm looks like i still have a problem t.t
00:15:24  <glx> but spectator mode should be valid only with the setting
00:16:05  <Samu> if i disable the setting while i'm still a spectator, i can't start a new company, must fix
00:16:58  <glx> I think you should prevent setting disabling if you are a spectator
00:17:20  <Samu> just fixed
00:17:47  <Samu> @toolbar_gui.cpp
00:21:27  <Samu> shorter, gonna test
00:23:18  <Samu> i think i have an idea
00:24:29  <Samu> if (!c->is_ai && (_settings_client.gui.start_spectator || _local_company == COMPANY_SPECTATOR)) {
00:24:44  <Samu> it's pointless to show the join greyed out
00:28:03  <Samu> i guess it's also pointless to show it greyed out when i'm already at the company
00:29:47  <Samu> testing if (!c->is_ai && !local && (_settings_client.gui.start_spectator || _local_company == COMPANY_SPECTATOR)) {
00:30:25  <glx> yes just show it when you are spectator, if you are in a company and want to change you'll just need to switch to specator first
00:30:46  <glx> it's not a network game anyway
00:32:17  <Samu> i see, that's what the cheat is for, good idea
00:33:45  <Samu> something like this if (!c->is_ai && !local && _local_company == COMPANY_SPECTATOR) {
00:33:52  <Samu> hmm better test
00:34:06  <glx> and yes indeed if you start as spectator just use the cheat to join a company
00:34:37  <Samu> what if i dont wanna cheat?
00:34:37  <glx> you just need an option to create a company, but you can forget join
00:34:59  <glx> hmm
00:35:46  <glx> or start as spectator and create or join a company
00:36:01  <glx> but switching later means cheating
00:36:59  <glx> allow to load a network save and continue to play in your previous company
00:38:16  <Samu> i couldn't go back to spectating mode
00:38:19  <Samu> hmm
00:38:37  <Samu> i could cheat back to spectator mode i guess
00:38:44  <glx> yes
00:38:49  <Samu> but then it ticks "you have cheated"
00:38:59  <peter1138> Well you have.
00:39:16  <glx> well you can save, and restart
00:40:22  <glx> if you want to see you AI playing you won't join their company anyway
00:40:56  <Samu> hmm I'm thinking...
00:41:07  <glx> and if you want to play you won't need to switch company after join
00:42:05  <Samu> problem is when I actually cheat myself into an AI company and then decide to go back to spectator, oh... right, nevermind, i have already cheated
00:42:37  <Samu> ok, removing spectator line
00:42:38  <Samu> brb
00:43:42  <glx> of course you can still cheat without being detected using reload
00:46:48  <peter1138> And... who'd care anyway?
00:48:04  <Samu> if (!_networking && _local_company == COMPANY_SPECTATOR && include_spectator && widget == WID_TN_COMPANIES) {
00:48:17  <Samu> *list->Append() = new DropDownListStringItem(STR_NETWORK_COMPANY_LIST_NEW_COMPANY, CTMN_NEW_COMPANY, Company::GetNumItems() >= MAX_COMPANIES);
00:48:24  <Samu> can only create new company, once
00:48:39  <Samu> can't move back to spectator
00:48:47  <glx> yes
00:51:08  <glx> the setting is start as spectator, not emulate network in single player mode ;)
00:52:04  <Samu> hmm it's not entirely right yet
00:52:14  <Samu> i can still create a new company if i load a game
00:52:52  <Samu> must think
00:53:11  <Samu> so i loaded a game, it has a human company
00:53:23  <Samu> i am currently spectator
00:53:25  <glx> as a spectator you can create a new  company if you want, but then you're in it and no longer a spectator
00:53:32  <Samu> new company is enabled :| shouldn't be
00:53:47  <glx> why shouldn't be ?
00:54:23  <Samu> not sure
00:54:30  <glx> unless you want to allow it only if not company exist
00:54:37  <Samu> i could create a 2nd human company this way
00:55:57  <Samu> i have the option to join one of the human companies, or create a new one
00:56:05  <Samu> it's not that bad of an idea, but...
00:56:53  <glx> maybe join a human company or create one if no human company
00:57:46  <glx> being able to create one for new games is required I think
01:05:23  <Samu>
01:05:26  <Samu> testing
01:06:36  <Samu> nop, it's not here, or i failed
01:07:40  <glx> hmm you are adding it disabled it seems
01:09:21  <Samu> yeah :( fail
01:10:21  <Samu> if (!human) *list->Append() = new DropDownListStringItem(STR_NETWORK_COMPANY_LIST_NEW_COMPANY, CTMN_NEW_COMPANY, Company::GetNumItems() >= MAX_COMPANIES);
01:10:26  <Samu> should be this
01:10:45  <glx> seems better yes
01:11:58  <Samu> ehm, it looks really weird, with no indication anywhere that I'm a spectator
01:13:03  <glx> except a lot of disabled tools
01:13:22  <Samu> well, as long as the user knows that setting was left on, he should know
01:13:57  <glx> or you could add a message box
01:14:26  <glx> when the game starts
01:14:33  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7148: Switch saveload versions from literal numbers to enum values.
01:15:09  <Samu> the message box is already used for failed industries or no engines
01:15:12  <Samu> hmm
01:17:10  <Samu> that bottom right corner of the screen
01:17:27  <Samu> could be saying Spectating
01:17:54  <glx> the money display section ?
01:17:57  <Samu> yes
01:18:06  <glx> ah yes why not
01:18:25  <glx> could be nice for network games too
01:18:37  <Samu> yas, I agree
01:19:23  <Samu> let's see what i can do
01:19:39  <Samu> working with displayplanes is something that I wanted to understand better
01:19:56  <glx> it's not a display plane
01:20:23  <glx> statusbar_gui.cpp:150
01:20:40  <glx> basic drawing with some check around
01:21:16  <glx> probably just need an else
01:21:44  <Samu> let me search for a suitable string
01:21:49  <Samu> if it already exists
01:23:42  <Samu> "spectate"
01:23:50  <Samu> meh, must create new string
01:24:12  <glx> there's STR_NETWORK_TOOLBAR_LIST_SPECTATOR                              :{BLACK}Spectator
01:24:31  <glx> but black text seems wrong
01:25:34  <glx> I think something like "*** SPECTATOR ***" in red could work
01:26:01  <glx> but maybe too long
01:31:24  <glx> but size can be adapted around line 123
01:36:06  <Samu> RED is quite hmm... alarming
01:37:00  <glx> then white
01:37:48  <Samu> was also condireing displaying it in the middle
01:37:53  <Samu> considering
01:38:01  <Samu> nah
01:38:05  <Samu> right side it is
01:38:11  <glx> in the middle there are the news
01:38:28  <Samu> yes, but also the name of the company
01:38:46  <glx> ha just replace company name then
01:39:02  <Samu> the two bars are simply emtpy
01:40:05  <glx> line 174 and 181
01:41:15  <Samu> eww... i guess i prefer the right side, the middle is already being used for many things
01:42:21  <glx> but showing spectator at the same place as company name doesn't sound wrong
01:42:35  <glx> and you have plenty of space
01:44:03  <Samu> oki
01:44:06  <Samu> middle then
01:44:30  <Samu> which color? Silver it seems?
01:45:17  <glx> not yellow nor red at least
01:46:01  <Samu> STR_STATUSBAR_SPECTATOR                                         :{SILVER}- -  Spectator  - -
01:47:07  <glx> looks good
01:53:37  <Samu> yeah spectator, I like it
01:53:53  <Samu>
01:59:32  <Samu> hmm the interaction between cheat and spectator
01:59:37  <Samu> may need a bit more thought
01:59:54  <Samu>
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02:59:06  <Samu> white spectator is maybe better
03:00:56  <Samu> still unsure what to do about cheat_gui.cpp
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03:24:09  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7158: Add: Client setting gui.start_spectator
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03:38:47  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7158: Add: Client setting gui.start_spectator
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03:43:25  <Samu> still need to change all those comments :|
03:43:30  <Samu> Off to bed, cyas
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07:29:58  <andythenorth> o/
07:30:57  <peter1138> Egg on toast.
07:31:02  <peter1138> I'm outta duck eggs now.
07:34:16  <andythenorth> love a duck
07:34:56  <peter1138> Protoduck.
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07:57:49  <Eddi|zuHause> <andythenorth> love a duck <- that sounds illegal
07:58:12  <andythenorth> eh no PR_RUNNING_WAGON
07:58:14  <andythenorth> oof
07:58:28  <peter1138> No what?
07:58:40  <andythenorth> wagon running cost base factor
07:58:43  <peter1138> Oh, wagon running costs.
07:58:54  <andythenorth> there is PR_BUILD_VEHICLE_WAGON
07:59:18  <peter1138> Are there even wagon running costs?
07:59:23  <andythenorth> newgrf
07:59:32  <Eddi|zuHause> i'm pretty sure that exists
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07:59:53  <Wolf01> o/
08:00:43  <Eddi|zuHause> after playing TF for a bit, they have a weird balancing where wagons are insanely expensive
08:01:02  <Wolf01> Yes
08:01:23  <Wolf01> A wagon could cost a lot more than an engine
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08:02:49  <andythenorth> hello bob
08:02:56  <nielsm> I think TF pricing is based on something like power*max_speed + capacity*max_speed
08:03:37  <Wolf01> Another thing which baffles me is a 4 seat "bus" which can carry 16 passengers
08:03:38  <andythenorth> that sounds like all of my yesterday :P
08:03:42  <nielsm> and it's all algorithmmic, if you check its data files every cost is specified as -1
08:03:51  <andythenorth> horse is now algorithmic
08:04:06  <andythenorth> the algorithm is pure evil and will explode every time I add a new vehicle type
08:04:19  <Wolf01> You should use colours in the algorithm too :P
08:04:21  <andythenorth> I've tuned it to give the results I want for this specific set of vehicles :P
08:04:23  <andythenorth> horrid
08:05:23  <peter1138> Hmm.
08:05:28  <Wolf01> Multiply each spec by the colour component, speed*red, running cost*(1/green)
08:05:37  <peter1138> Squashing rgb makes it easier to rebase, but then it's squashed.
08:07:06  <peter1138> Also the way I pass colour index + rgb around is annoying :/
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08:13:07  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #5006: Railtypes: 'hide railtype' flag
08:13:25  <Pikka> hallo
08:14:28  <planetmaker> ,pom ,pom
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08:15:34  <peter1138> Hmm, maybe I should prepare for MTB riding.
08:21:43  <andythenorth> I should delete all this faffy cost code
08:25:54  <Pikka> so faff
08:26:07  <Pikka> maybe I should go prepare dindins
08:31:57  * andythenorth eats brekkies
08:37:55  <andythenorth> so this mouse stuff
08:39:56  <peter1138> I'm going out.
08:41:05  <andythenorth> schnee
08:41:13  <peter1138> MTB FTW
08:42:44  <andythenorth> so I need to enable scroll eh
08:42:51  <andythenorth> I never use that because it's weird and broken
08:45:54  <andythenorth> found a mouse
08:46:06  <andythenorth> now I need USB-A->USB-C adapter
08:47:48  <andythenorth> what's the expected behaviour of a mouse scroll wheel?
08:48:18  <andythenorth> specific to map scroll
08:50:01  <LordAro> lol who knows
08:50:41  <andythenorth> well the setting says 'Function of scrollwheel: Scroll map'
08:50:44  <andythenorth> but it zooms
08:51:02  <andythenorth> this is consistent with Apple maps apparently (I checked)
08:51:08  <andythenorth> but it makes no sense as a user
08:51:34  <Eddi|zuHause> quite possibly the whole feature is broken
08:51:56  <andythenorth> every time I test it I think that :P
08:52:18  <andythenorth> oof moving onn
08:53:22  <andythenorth> well github have hidden the 'add your review' link
08:53:26  <andythenorth> so I can't review it
08:54:27  <Eddi|zuHause> i found one at the top of the page when i didn't look for it and just went "so what does this button do?"
08:54:44  <andythenorth> it's usually near 'Review Required'
08:55:18  <andythenorth> can someone find it and give me the url?
08:55:42  <andythenorth> I reverse engineered it from another ticket :P
08:57:25  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth requested changes for pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling
09:00:08  <DorpsGek_II> [OpenTTD/OpenTTD] J0anJosep commented on pull request #7148: Switch saveload versions from literal numbers to enum values.
09:01:01  <andythenorth> I rewrote my comment on 7109 a bit
09:09:34  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling
09:10:22  <DorpsGek_II> [OpenTTD/OpenTTD] J0anJosep commented on pull request #7150: Change: Make ships stop in locks to move up/down instead of following the slope.
09:29:06  <andythenorth> could we add RUNNING_COST_WAGON?
09:29:14  <andythenorth> it's not necessary, but it's simpler
09:29:33  <andythenorth> currently I am abusing RUNNING_COST_ROADVEH for wagons
09:29:43  <andythenorth> this will confuse base cost mod newgrfs
09:30:25  <andythenorth> alternatively I nerf down RUNNING_COST_STEAM, so it can be used for wagons, but that is also confusing
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09:34:51  <DorpsGek_II> [OpenTTD/OpenTTD] flitzpiepe closed pull request #7145: TBTR 2.0 (Template-based Train replacement)
09:34:52  <DorpsGek_II> [OpenTTD/OpenTTD] flitzpiepe updated pull request #7145: TBTR 2.0 (Template-based Train replacement)
09:40:36  <DorpsGek_II> [OpenTTD/OpenTTD] flitzpiepe commented on pull request #7145: TBTR 2.0 (Template-based Train replacement)
09:46:19  <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker commented on pull request #7145: TBTR 2.0 (Template-based Train replacement)
10:08:40  <DorpsGek_II> [OpenTTD/OpenTTD] flitzpiepe commented on pull request #7145: TBTR 2.0 (Template-based Train replacement)
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10:19:53  <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker commented on pull request #7145: TBTR 2.0 (Template-based Train replacement)
10:21:32  <nielsm> y'know what I want? an "intro" loading/splash screen before the main menu, with a nice big logo
10:21:50  <andythenorth> :P
10:22:09  <andythenorth> could we also have a title game that doesn't muller my CPU and battery? o_O
10:25:45  <planetmaker> hm... splash ... wasn't there once one?
10:26:08  <planetmaker> or was it an osx-only thing?
10:26:34  <andythenorth> I do get a nice big logo :D
10:26:50  * andythenorth wonders if nielsm is sarcasm :)
10:30:49  <Pikka> or even three big logos
10:31:45  <andythenorth> meh, if I nerf down steam run cost to suit wagons, it's too low for engines
10:31:47  <andythenorth> even using CB
10:32:06  <andythenorth> so either I use RV run cost and break base cost mod grfs
10:32:22  <andythenorth> or small wagons have wrong costs
10:32:34  <TrueBrain> meh; you remove 1 mirror from rotation, and the load on the others double :P
10:32:47  <andythenorth> o_O
10:33:34  <Pikka> andy: why would you use the different cost bases for different traction types?
10:34:07  <Pikka> just use one for locos and one for wagons. using different, almost identical bases for steam, diesel and electric like the original is pointless
10:34:31  <andythenorth> because base cost mod grfs
10:34:49  <andythenorth> that is literally the only reason
10:35:06  <andythenorth> sometimes newgrf is impossible to make nice things :P
10:35:14  <Pikka> why would anyone want different traction types to have orders of magnitude different costs though?
10:35:23  <andythenorth> shrug emoji
10:35:35  <Pikka> well
10:35:39  <andythenorth> file under "don't care"?
10:35:46  <Pikka> perhaps
10:35:57  <andythenorth> I'm already adjusting costs myself anyway
10:36:02  <andythenorth> for electric etc
10:37:03  <Pikka> it makes more sense imo to use, eg, "steam running cost" for all locos, and "diesel running cost" for all wagons. I think that's what I do. Then at least they're all in the train costs. and you can set the base multipliers different to give yourself more granularity for the wagons
10:37:22  <andythenorth> I just copy-paste that :)
10:37:47  <andythenorth> obviously I am never going to use a base cost mod grf with Horse :P
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10:38:02  <Pikka> tru tru
10:38:28  <andythenorth> ever had a bug report about it? o_O
10:38:36  <Pikka> nope
10:39:12  <Pikka> but it feels less likely to give grf-mashers unexpexted results than using the road vehicle cost
10:39:18  <andythenorth> isn't it
10:39:39  <andythenorth> and I have wagons that cost £300 and engines that cost £100000 to run
10:39:42  <andythenorth> so the range :P
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10:41:34  <Pikka> yar
10:43:28  <Pikka> I have my base multiplier at 11 for loco running costs, and 5 for wagon running costs.
10:45:21  <nielsm> bah, VS profiler is dumb, for some reason it can't seem to find the PDB file so I don't get any browse information in the profiling output? just raw addresses
10:53:52  <andythenorth> Pikka: yeah those number sound similar to mine
10:53:59  <andythenorth> different calculation, same result
10:54:47  <andythenorth> yeah Horse run costs very similar to NARS 2
11:04:56  <nielsm> okay well, I did get confirmed that when ottd is taking 10+ seconds before drawing anything at all, when running a debug build, most of that time is spent md5summing music files
11:13:47  <andythenorth> :)
11:16:19  <andythenorth> hmm
11:16:33  <Pikka> hmm
11:17:35  <andythenorth>
11:17:46  <andythenorth> read the colour of the lead engine, and remap CC for coaches accordingly
11:17:47  <andythenorth> ?
11:17:57  <andythenorth> or rely on player setting coach colour to match? :P
11:22:32  <Pikka> if you livery override the coaches, doesn't it autoset the colour too?
11:23:36  <andythenorth> no idea :)
11:23:46  <andythenorth> livery override eh?
11:24:02  <andythenorth> never tried it :)
11:24:20  <TrueBrain> so ... who pissed off SilverSurfer? :P
11:24:36  <andythenorth> TrueBrain: you gravedigging old forums?
11:25:22  <TrueBrain> no
11:26:22  <Pikka> andy: it does
11:26:34  <andythenorth> oh dear :)
11:26:38  <andythenorth> how do I livery override?
11:26:44  <andythenorth> I was kind of advised not to :P
11:27:09  <Pikka> I don't know how in nml
11:27:47  <andythenorth> it's an action 0 prop?  Or action 3 result?
11:27:51  <andythenorth> or cb?
11:27:58  <Pikka> it's a special type of action 3
11:28:02  <andythenorth> hmm
11:28:02  <andythenorth> ok
11:28:16  <andythenorth> I don't know anything about nml either, I just think in actions
11:28:27  <Pikka>
11:32:03  <Pikka> apparently
11:34:17  <andythenorth> thanks
11:34:43  <andythenorth> maybe I can just return same graphics, but it will pick up the cc
11:35:05  <Pikka> yep... the simplest way to use it is to put the MU after the passenger cars, then just hook back into the normal action 2 chain with the override. then the only effect is that it will match colours
11:37:59  * andythenorth will try it after cost nonsense :)
11:38:09  <andythenorth> maybe I should use "wagons add power" instead of CB 36 :P
11:38:11  <andythenorth> but eh
11:38:49  <Pikka> you definitely should not do that
11:43:37  <andythenorth> oh wait
11:43:48  <andythenorth> livery override is on the engine? :o
11:43:55  <Pikka> yes
11:44:15  <andythenorth> but I have to chain to the wagon action 3?
11:44:26  <andythenorth> action 2 /s
11:44:45  <Pikka> you don't have to, you could have a completely separate action 2 chain
11:44:56  <Pikka> but yes, that's the easiest way
11:45:11  <Pikka> the override is effectively an alternative action 3 for the wagon, only when it's behind that loco
11:45:12  <andythenorth> fantastically odd :)
11:45:26  <andythenorth> pointers :P
11:46:56  <andythenorth> ouch, it requires a different order for the vehicle declarations
11:47:07  <andythenorth> the coach has to come before the engine in the nml file
11:47:46  <Pikka> yes
11:47:58  <Pikka> wot larks huh
11:48:06  <andythenorth> such and very
11:48:18  <andythenorth> I love these type specific livery settings
11:48:58  <andythenorth> I could just declare these to be EMUs :P
11:56:38  <andythenorth> train_flag_mu doesn't work here, nvm
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13:15:12  <peter1138> I am back.
13:15:39  <peter1138> Aww, nobody merged anything.
13:16:56  <peter1138> Oh, that TBTR guy was using master to develop in o_O
13:18:08  <peter1138> andythenorth, don't override colours based on the head.
13:18:34  <peter1138> andythenorth, either set the MU flag and it should work, or just tell the player to put it in a group livery :p
13:18:59  <peter1138> setting colour remap yourself is a bad feature :/
13:19:07  <peter1138> (and will upset my rgb colours patch)
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13:26:44  <andythenorth> MU flag doesn't work
13:26:45  *** Samu has joined #openttd
13:26:45  <andythenorth> for $reasons
13:27:13  <Samu> hi
13:28:00  <andythenorth> I am going to add livery_override crap for this case
13:30:38  <Pikka> is it a bug that the MU flag doesn't give wagons the same livery colour? Is that what it's supposed to do?
13:31:58  <Pikka> I know that it was originally added for TTDP, which had MUs as a type you could livery seperately from non-MU locos
13:32:15  <andythenorth> dunno
13:32:25  <andythenorth> I am doing evil with these wagons, so it might be me
13:32:44  <Pikka> eh, my impression has always been that that flag did nothing in OpenTTD
13:32:51  <andythenorth> peter fixed it
13:33:58  <peter1138> It worked for NewGRF engines.
13:34:13  <andythenorth> dunno what the game thinks these vehicles are
13:34:16  <peter1138> let me see.
13:34:40  <andythenorth> ENGINE_CLASS_ELECTRIC, power 0 in buy menu, changes power if attached to right engine
13:35:35  <peter1138> The fact it shows as electric in your screenshot means the MU flag isn't set
13:36:00  <andythenorth> nah that's prior to applying flag
13:36:08  <andythenorth> 2 mins :P
13:36:21  <Pikka> oh
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13:36:46  <Pikka> I missed that peter had added MUs to the livery scheme :)
13:36:59  <peter1138> I hadn't. They were always there.
13:37:05  <peter1138> However, you are right, it doesn't work properly.
13:37:30  <Pikka> do they only show up if there's a vehicle with the flag set?
13:37:31  <LordAro> peter1138: how was cycling?
13:38:24  <peter1138> Snowy
13:38:34  <peter1138> Pikka, that was the plan, it was kinda broken though.
13:38:56  <Pikka> is what I see, in recent trunk
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13:39:38  <peter1138> What's trunk?  :p
13:39:47  <Pikka> recent nightly :)
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13:40:04  <peter1138> If you haven't set the MU flag, then it won't show up.
13:40:06  <Samu> oh you talking about wagon running costs?
13:40:12  <peter1138> It's separate from the multi-head flag, btw
13:40:17  <Pikka> yes
13:40:37  <Samu> well, "I had a patch that..."
13:40:43  <Samu> let me find it
13:41:27  <Pikka> guess I'll set some MU flags then!
13:41:45  <Samu>
13:49:23  <peter1138> andythenorth, hm, so has it never worked? o_O
13:50:42  <peter1138> Yeah, no.
13:51:21  <peter1138> Shall I find an old ttdpatch to see what that does? :p
13:52:37  <Pikka> MU flag for livery selection, and livery override for matching cars, sounds like how it should be
13:53:13  <Pikka> it is *possible* that someone might want a loco that's recoloured with the MUs, but doesn't get matching coaches, and the current spec gives that flexibility
13:56:02  <peter1138> Maybe we should just drop them and let everyone use group liveries.
13:56:10  <andythenorth> :P
13:56:15  <andythenorth> I am +0.5 to that
13:56:24  <andythenorth> I like being able to colour engines + wagons differently
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13:56:58  <peter1138> I did consider having the original set of livery schemes... per group :p
13:57:05  <andythenorth> nah
13:57:13  <andythenorth> engine / wagon would be enough :P
13:57:13  <peter1138> Quite
13:57:22  <andythenorth> even 4 options is...a lot to look at
13:57:32  <andythenorth> be quite cool though
13:57:49  <andythenorth> also yeah, mu flag definitely works for engines, but not for wagons
13:58:20  <Pikka> do you get an "SMU" option if you set the MU flag on a steam engine?
13:58:24  <peter1138> No :(
13:58:27  <peter1138> Maybe you should.
13:58:46  <peter1138> Also monorail/maglev
13:58:56  <andythenorth> engines and wagons then? :P
13:59:15  <andythenorth> I dunno, it's nice to have colours in buy menu for electric vs diesel etc
13:59:35  * andythenorth invents a CC offset property for vehicles
13:59:39  <andythenorth> it shifts by n from CC
13:59:44  <peter1138> Ballsacks, found a bug :/
14:00:12  <peter1138>
14:02:26  * andythenorth watches long ad
14:03:56  <peter1138> Oh
14:04:00  <peter1138> Yeah, twitch is shit :(
14:04:45  <peter1138> So yeah that's with the MU flag applying to wagons
14:05:11  <peter1138> blue dmu and yellow emu is how it is mean to be, I'm sure.
14:05:47  <peter1138> I'm just wonder if there is a reason we shouldn't just add SMU. Maybe the others.
14:05:58  <peter1138> What was the other issue?
14:06:16  <peter1138> Oh, cabeese.
14:06:25  <peter1138> Cabeese should be freight, right?
14:06:58  <peter1138> What about brake vans on a passenger train?
14:08:04  <peter1138> Ah, it's only messed up if you change the gui size while it's open. How... urgh.
14:09:20  <peter1138> Hmm, you used to be able to place wagons after the last multihead part, heh.
14:09:42  <Pikka> three options for cabeese currently in the hands of set coders: they can have 0 pax cargo and get coach livery, they can have 0 freight cargo and get wagon livery, or they can have an override and get the same livery as the loco
14:10:21  <Pikka> not sure they need any consideration in the spec, especially since they serve no gameplay purpose outside whatever BF newgrf authors dream up
14:10:22  <peter1138> 0 freight cargo gives them wagon? I heard that didn't work.
14:12:17  <Pikka> give me a sec and I'll check
14:12:48  <peter1138> If it does, then yeah that's fine.
14:13:13  <Pikka> you're right, it doesn't seem to work
14:13:23  <Pikka> but if it did, I think that's all they need
14:15:30  <peter1138> Hmm, I wonder why.
14:21:30  <andythenorth> Pikka: you tested with nfo?
14:21:45  <peter1138> WHAT'S IT CALLED
14:21:50  <andythenorth> I assumed it was because nml is using cb, not prop, but I didn't investigate further
14:24:55  <Pikka> for the brakevan colour, andy? I just changed the cargo from pax to coal in the nfo props, yes
14:25:24  <andythenorth> didn't work?
14:25:31  <Pikka> did not
14:25:44  <andythenorth> not just me then
14:27:12  <Pikka> do we need a test grf?
14:27:12  <peter1138> Hmm
14:27:21  <peter1138> Yeah
14:27:46  <Pikka> 1 sec
14:28:49  <andythenorth> we need reference.grf :P
14:28:59  <andythenorth> with all the test cases for all the things
14:29:08  <peter1138> Too many test cases.
14:29:21  <andythenorth> where are all those nml coders when we need them? :P
14:33:38  <Pikka> oh ffs
14:33:41  <Pikka> I made a test grf
14:33:43  <Pikka> and it works!
14:33:46  <peter1138> Oh.
14:34:15  <Pikka> it's the refittability... I added goods to the "always refit" mask and it works
14:34:47  <Pikka> without it, it reverts to the passenger livery, even if the default cargo is set to goods
14:34:51  <peter1138> Uhm
14:34:58  <peter1138> Refit shouldn't be related :/
14:35:22  <peter1138> cargo_type = e->GetDefaultCargoType();
14:35:23  <peter1138> Hmm
14:36:02  <peter1138> And that simply returns the cargo type.
14:37:06  <Pikka> I'll add a "broken" one, send you the nfo and the grf
14:37:16  <Pikka>
14:39:17  <Pikka> argh
14:39:41  <Pikka> you're right, the broken one isn't broken... so why did my first test fail
14:39:44  <Pikka> ?
14:39:58  <Eddi|zuHause> reverse heisenbug
14:40:31  <Eddi|zuHause> a bug that only appears if you're looking for it
14:40:54  <Samu> lalala
14:42:17  <Pikka> hmmm... and now my first test seems to be working too. maybe it worked and I didn't reload the newgrf properly :S
14:42:31  <Pikka> maybe cabeese are fine :D
14:44:58  <Samu> looking at the bankrupt code
14:45:01  <andythenorth> o_O
14:45:21  <peter1138> So why doesn't it work for andy?
14:45:27  <Samu> if i bankrupt in single player and start_spectator is on
14:45:37  <Samu> hmm
14:45:42  <peter1138> And should we add SMU? I don't think it breaks anything at all.
14:45:44  <Samu> move to spectator?
14:45:46  <peter1138> Oh, yes it does.
14:45:50  <peter1138> I needs a savegame bump, stupid me.
14:45:57  <peter1138> Let's not do that then.
14:46:17  <peter1138> Samu, you can't bankrupt in single player, afaik.
14:46:49  <Samu> you could now with this spectator stuff
14:46:51  <Pikka> I don't know. I'll send you both the test grf
14:47:05  <Samu> but currently you can't
14:47:08  <andythenorth> send it to me!
14:47:11  <andythenorth> I will test it!
14:47:15  <andythenorth> then I will fix horse :P
14:47:33  <andythenorth> then I will make depot flip alternate between pax and freight livery
14:47:58  <Pikka> is send
14:48:07  <peter1138> Okay, so ther is another complaint, that mail is "not freight"
14:48:38  <peter1138> That's only from Eddi|zuHause though, heh
14:48:56  <Eddi|zuHause> is it?
14:49:07  <peter1138> Oh, was it someone else?
14:49:15  * peter1138 is forgetful.
14:49:16  <andythenorth> is worky
14:49:25  <Pikka> prop 15 cargo type is the only difference between the two brakevans
14:49:31  <andythenorth> oof
14:49:35  <Pikka> so it seems it works
14:49:50  <andythenorth> now I have to figure out the why
14:50:06  <andythenorth> or I just leave them as pax? :P
14:50:14  <andythenorth> livery_override? o_O
14:50:18  <andythenorth> match them to engine?
14:51:42  <Eddi|zuHause> i don't think i've even used livery colours for trains in the last 10 years
14:51:50  <peter1138> Ok.
14:51:55  <peter1138> Sorry, was someone else.
14:52:35  <Pikka> usually you want mail vans matching your passenger trains
14:52:49  <peter1138> Yeah, fine.
14:52:55  <Eddi|zuHause> but mail trucks should match freight?
14:53:03  <Eddi|zuHause> or separate mail
14:53:14  <Eddi|zuHause> or make mail depend on whether there's a passenger wagon?
14:53:31  <peter1138> I wondered about that, but... didn't.
14:53:38  <Pikka> the one corner-argument for doing something here is that sometimes, they're refit-in-stationable to other cargos, and can change liveries if they change cargo. but it's too much faff to make everyone happy.
14:54:22  <peter1138> Oh god don't being up autorefit :/
14:54:31  <peter1138> Maybe they paint them at the station too :D
14:54:35  <Pikka> yes
14:54:38  <peter1138> Might explain why they're always clean.
14:55:13  <Pikka> refit-in-station-which-I-thought-we-didn't-call-autorefit-any-more is the worst feature ever featured ;)
14:55:21  <Eddi|zuHause> or it's like those animals that change colour depending on what they eat
14:55:23  <andythenorth> you don't even want to ask
14:55:34  <andythenorth> about what Horse does with mail van liveries
14:55:48  <andythenorth> also station refit ftw, it's great
14:55:48  <Pikka> what does horse does with mail van liveries, andy?
14:56:02  <andythenorth> if the consist is mostly pax, it shows livery 1 or 2, depending on engine
14:56:10  <andythenorth> player can swap 1 & 2 by depot flip
14:56:28  <andythenorth> if the consist is mostly mail or freight, it shows livery 3 or 4, depending on engine
14:56:34  <andythenorth> again player can swap by flip
14:56:54  <andythenorth> if it's mail, it will also vary sprites, adding in post office cars with windows and stuff
14:57:22  <Pikka> fancy
14:57:25  <Eddi|zuHause> andythenorth: nobody besides you will ever use the flip mechanic
14:57:44  <andythenorth> that's fine
14:57:56  <Pikka> scuddles probably would
14:57:59  <andythenorth> I am at least 50% of the target audience
14:58:14  <andythenorth> never make something 'just for the players'
14:58:18  <andythenorth> you'd go mad
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14:58:29  <andythenorth> is scuddles real?
14:58:36  <andythenorth> or is it like fight club, alternative pikka?
14:58:59  <Pikka> in UKRS3, I have a "mail carriage" for passenger-like trains and a "utility van" for grungier mail
14:59:10  <andythenorth> I copied that
14:59:17  <Pikka> I don't know, I haven't talked to him for a while either way
14:59:24  <andythenorth> I have more mail vans than anything else :P
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15:00:08  <andythenorth> 32 mail vans :P
15:00:28  <Pikka> I think that's more than I have total wagons :)
15:00:54  <Samu> bankrupt asserts
15:01:00  <Samu> hmm, must fix
15:01:40  <andythenorth> so what am I doing with brake van livery? o_O
15:01:44  * andythenorth forgets
15:01:53  <Samu> it's trying to move me from the bankrupting company to another company, but there is no other, there's the spectator slot, though
15:02:04  <Eddi|zuHause> if you were in a fight club situation, would you even notice?
15:02:08  <Samu> that's where I am supposed to be moved to
15:02:10  <andythenorth> and am I using livery_override for EMUs?  Or is it being fixed? :)
15:02:53  <Pikka> use the MU flag to get separate MU livery, and livery_override to get matching coaches?
15:03:13  <Pikka> and brake vans.. I dunno. if you have multiple brake vans, you could do different things with them ;)
15:03:27  *** gnu_jj_ has quit IRC
15:03:58  <andythenorth> I am hoping peter1138 fixes MU flag for coaches :P
15:05:25  <Eddi|zuHause> so why is youtube suggesting darude-sandstorm to me?
15:05:39  <Pikka> because it knows you so well?
15:06:35  <Pikka> uhoh... I've run into a classic ambiguity. Is the HST a DMU?
15:06:49  *** gnu_jj has quit IRC
15:07:19  <Eddi|zuHause> mimikry
15:07:45  <andythenorth> Eddi|zuHause: watch the floppotron version
15:07:47  <andythenorth> it's great
15:08:22  <Eddi|zuHause> so apparently Darude got nominated for finnish representation at next ESC. if i'm reading these comments right
15:08:39  <Eddi|zuHause> andythenorth: pretty sure i did that
15:08:46  <Samu> what is Backup<CompanyByte> cur_company2(_current_company, FILE_LINE); blabla; cur_company2.Restore();
15:08:50  <Samu> doing?
15:08:56  <Eddi|zuHause> andythenorth: can't remember
15:10:52  <peter1138> Yeah, I think I was always testing it with NewGRFs, hence why DMU/EMU didn't appear by default, and default DMU/EMU don't work.
15:11:17  <peter1138> It was really common for NewGRFs to use livery overrides back then.
15:11:53  <SpComb^> why wouldn't youtube recommend Darude - Sandstorm? It's a perfect fit for all situations
15:12:46  <peter1138> It's shit.
15:13:20  <Eddi|zuHause> SpComb^: in that case, why wouldn't it have suggested it before?
15:13:55  <peter1138> andythenorth, Pikka what's the concensus, passenger / frieght cabeese do work?
15:14:16  <Pikka> certainly seem to
15:15:01  <Samu> im failing to bankrupt this without asserting, t.t
15:15:07  <Eddi|zuHause> must always think of "Kapuze" with that word
15:15:08  <andythenorth> cabeese work
15:15:13  <andythenorth> my Horse is fail
15:16:40  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7160: Fix a couple of livery related issues.
15:17:11  *** Gabda has joined #openttd
15:19:24  <peter1138> I've forgotten what I wanted to work on :(
15:20:44  <Samu> i think there's a bug with network messages
15:20:49  <Samu> they don't disappear
15:21:11  <TrueBrain> @calc 272000 / 20
15:21:11  <DorpsGek> TrueBrain: 13600
15:21:15  <andythenorth> peter1138: buy menu groups
15:21:15  <TrueBrain> @calc 272000 / 20 / 3600
15:21:15  <DorpsGek> TrueBrain: 3.77777777778
15:21:21  <Samu> *** Xarick has joined company #1
15:21:31  <Samu> doesn't disappear for a month already
15:21:32  <peter1138> Samu, hmm
15:21:38  <peter1138> window tick refactor, eh?
15:22:11  <TrueBrain> @calc 400 / 4 / 60 / 60
15:22:11  <DorpsGek> TrueBrain: 0.0277777777778
15:22:17  <TrueBrain> @calc 400 / 4 / 60 / 60 * 1000
15:22:17  <DorpsGek> TrueBrain: 27.7777777778
15:22:22  <TrueBrain> sorry :P Could hav ePMd him
15:22:22  <Samu> yes, i think so
15:22:40  <Samu> it's been 2 months, it's still displaying it
15:22:54  <peter1138> LOL
15:23:13  <andythenorth> boom boom, EMU livery works peter1138
15:23:39  <andythenorth> dunno what I'll do about buy menu
15:23:53  <peter1138> Hmm?
15:24:10  <peter1138> Do you need to do anything?
15:24:30  <andythenorth>
15:25:19  <andythenorth> "Brennder - Middle" has MU flag set, but is a wagon
15:25:36  <peter1138> Eh?
15:25:42  <peter1138> Hmm.
15:26:18  <peter1138> MU flag doesn't apply to wagons, no.
15:26:41  <andythenorth> this might be a "won't fix"
15:26:47  <Pikka> does it give the MU livery to any wagons between the heads?
15:26:57  <andythenorth> yes
15:27:02  <Pikka> the wagon isn't MU coloured in the buy menu I notice
15:27:07  <peter1138> only passenger wagons.
15:27:21  <peter1138> In the buy menu there is no parent engine
15:27:23  <peter1138> So it won't.
15:27:47  <Pikka> right. so having the MU flag set on the wagon is irrelevent, it's being coloured because it's a passenger wagon in an MU consist
15:27:50  <peter1138> And wagons don't have an engine class, afaik.
15:27:56  <peter1138> Yes
15:28:35  <peter1138> Maybe I actually should dig out ttdpatch :/
15:28:40  <peter1138> @seen lakie
15:28:40  <DorpsGek> peter1138: lakie was last seen in #openttd 5 years, 18 weeks, 4 days, 23 hours, 50 minutes, and 11 seconds ago: <Lakie> Hehe
15:28:43  <peter1138> o_O
15:28:51  <peter1138> q
15:29:11  <planetmaker> maybe we should just do a sensible thing [TM] :P
15:29:33  <peter1138> Drop it?
15:29:45  <Samu> network messages do not disappear, do i need to create issue?
15:29:55  <peter1138> Samu, I'm looking into it.
15:29:58  <Samu> ok
15:30:00  <Samu> thx
15:30:03  <peter1138> But you can.
15:30:10  <Samu> oh :(
15:30:26  <Samu> ok, if I have to
15:31:47  <peter1138> Don't have to. I might forget though.
15:32:04  <andythenorth> I think the answer for Horse is 'keep EMU and coach livery same'
15:32:05  <peter1138> Urgh, ottd go stuck.
15:32:20  <andythenorth> this is too edge-case to fix
15:32:27  <andythenorth> enough string already here
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15:32:56  <nielsm> should train vehicles have a CB the game can ask for its "livery class"?
15:32:58  <nielsm> :/
15:33:06  <peter1138> No.
15:33:33  <peter1138> Probably
15:33:36  <andythenorth> I considered it
15:33:38  <nielsm> thought so
15:33:40  <andythenorth> seems like a step too far
15:34:28  <andythenorth> what about steam ships vs. diesel eh? :P
15:34:31  <andythenorth> livery madness
15:34:45  <andythenorth> I was going to suggest small and large aeroplanes, as a troll idea
15:34:47  <andythenorth> but that exists :P
15:35:56  <Samu> that's funny, screenshot doesn't capture the network message
15:36:13  <Samu> but i see it
15:36:23  <peter1138> Haha
15:36:43  <Pikka> larger aeroplanes, can only use the intergalactic-size airports :D
15:36:46  <peter1138> #ifdef ENABLE_NETWORKING
15:36:48  <peter1138> ^^^
15:36:49  <peter1138> #ifdef ENABLE_NETWORK
15:36:52  <peter1138> should be that...
15:37:12  <peter1138> Can we please drop this silly "without network" bollocks?
15:37:20  <nielsm> is there a separate livery option for passenger and non-passenger aircraft?
15:37:47  <LordAro> peter1138: but Win9x!
15:37:56  <nielsm> more like dos?
15:37:57  <peter1138> Win9x has networking?
15:38:18  <Eddi|zuHause> morphos!
15:38:44  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened issue #7161: Network messages do not disappear after a while
15:39:15  <Pikka> there is not a separate livery option for non-passenger aircraft
15:39:20  <Pikka> but group liveries will fix all :D
15:39:52  <peter1138> They do.
15:40:08  <peter1138> Well, unless everyone finds the bugs in that.
15:40:34  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7162: Fix #7058, #7161: Network chat messages did not expire.
15:41:06  <nielsm> yeah 9x has winsock IP networking, and it's also available for windows 3.1x
15:41:22  <nielsm> you can even get IP networking drivers for DOS, just not much that supports it
15:41:29  <andythenorth> group buy menu liveries :P
15:41:54  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7162: Fix #7058, #7161: Network chat messages did not expire.
15:42:15  <planetmaker> do we have the network version stuff already approved?
15:42:52  <nielsm> I think everything that needs to be done with that is done now
15:42:58  <nielsm> so ready for review/approve
15:43:00  <Eddi|zuHause> probably should review all the situations of "#ifdef ENABLE_NETWORK" and see if they can be abstracted somehow, so it all ends up in some network.h
15:45:56  <nielsm> something like stubbing out socket functions so they pretend there is networking except it can't connect anywhere?
15:47:08  <peter1138> nielsm, yeah, that'd be better.
15:47:19  <peter1138> It's pretty ridiculous how widespread this is :/
15:51:44  <Samu> what's the difference between _current_company and _local_company and what is Backup doing?
15:52:07  <Samu> until i understand what's this, i'm getting asserts
15:52:33  <Samu> bankrupt code is full of these
15:52:46  <Samu> void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
15:52:51  <peter1138> _local_company is the company the local player is.
15:53:02  <peter1138> _current_company is the company a command is executing as.
15:53:40  <peter1138> Oh, it failed.
15:54:03  <peter1138> Oh, grr, it needs another Fix :(
16:03:05  *** oskari89 has quit IRC
16:03:12  <TrueBrain> would anyone mind if I switch the non-OpenTTD repositories to semantic commit messages? ( ) LordAro, andythenorth, others?
16:03:53  <planetmaker> why...?
16:04:15  <planetmaker> why not one style which worked for... decades?
16:05:18  <frosch123> TrueBrain: i see no benefit. keep a single style
16:06:16  <TrueBrain> no benefit? Awh :( Well, I can point you out to a few :D
16:06:26  <TrueBrain> Sementic Releases are used by many projects, and solve a tons of annoying issues
16:06:30  <TrueBrain> like bumping the versions
16:06:30  <frosch123> openttd just switched to the style all the tools use
16:06:32  <TrueBrain> creating the changelogs
16:06:32  <TrueBrain> etc
16:06:44  <TrueBrain> especially, it automates releases
16:06:52  <TrueBrain> so you don't have to do that yourself, which is kinda annoying as ...
16:07:10  <TrueBrain> additionally, tons of bots out there help you on GitHub with this, if you follow the simple rules put out there
16:07:18  <TrueBrain> so it would really help getting things like a new version of the website online
16:07:23  <TrueBrain> otherwise we have to write our own tooling
16:07:27  <TrueBrain> which is a bit ... counterproductive :)
16:08:58  * andythenorth lost in semver github repos
16:08:59  <Samu>  _current_company
16:09:15  <Samu> assert(IsLocalCompany()); and asserts :(
16:09:18  <andythenorth> TrueBrain: I am +/-0 as long as the rules are clear
16:09:19  <Samu> i fail
16:10:07  <TrueBrain> main difference with the current style is 'Feature' -> 'feat', I guess
16:10:32  <Samu> funny that it only asserts a whole lot after, in the next StateGameLoop
16:11:01  <milek7> maybe bot rules could be changed?
16:11:23  <milek7> 'By default semantic-release uses Angular Commit Message Conventions. The commit message format can be changed with the preset or config options of the @semantic-release/commit-analyzer and @semantic-release/release-notes-generator plugins.'
16:11:53  <TrueBrain> seems 'fix' and 'feat' are by spec
16:12:01  <TrueBrain> and it uses () instead of [] for categories
16:12:55  <planetmaker> you need the logic for releases anyway. The only difference it will make is: the rules are our own. Or those someone else wrote at some point
16:13:02  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
16:13:32  <andythenorth> 'feat' is ugly, it smells of some javascript coders and their stupid variables like 'a' and 'b'
16:13:45  <andythenorth> but give me rules to follow, I'll follow :P
16:13:58  <andythenorth> but think of the bytes saved andythenorth!
16:14:06  <andythenorth> no 'ure' characters
16:14:11  <andythenorth> time saved typing!
16:14:13  <TrueBrain> yeah .. I dont like 'feat' either .. but I am not fancying writing our own release tool too
16:14:18  <andythenorth> but it's ugly, like everything to do with JS :P
16:14:24  <TrueBrain> (again, for non-main-OpenTTD stuff)
16:14:29  <frosch123> switching just creates lots of work: change commit checker, change changelog, break prs, inconsistent with all projects in our subuniverse, ...
16:14:47  <TrueBrain> frosch123: I am explicitly excluding OpenTTD itself :) I mean things like 'website' etc
16:14:51  <TrueBrain> which do not have a commit checker yet
16:14:57  <planetmaker> simple tool: check for "Release" at the start of the commit message. Done
16:15:09  <TrueBrain> planetmaker: I expect that tool tomorrow then :)
16:16:13  <planetmaker> the commit message checker exists, does it?
16:16:56  <TrueBrain> planetmaker: like I tried to explain, the semantic commit message leads to semantic releases, as in:
16:17:08  <TrueBrain> it automates the release process of, for example, the website
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16:25:15  <Samu> hmm... network is cheating somehow
16:25:28  <Samu> i am already spectator before the bankrupt company is executed
16:25:32  <TrueBrain> milek7: seems most bots don't fancy an alternative style :D That is sad
16:26:16  <Samu> in single player, i am not executing the bankrupt command with a delay, i'm executing it "right now"
16:26:23  <Samu> hmm, how to solve
16:26:35  <TrueBrain> but okay, main difference is only 'feature' -> 'feat' and [] -> ()
16:26:45  <TrueBrain> otherwise we already use semantic commit messages, it seems
16:27:38  <peter1138> TrueBrain, yeah, I think we all missed the non-OpenTTD part.
16:27:49  <andythenorth> ship it, see what breaks
16:27:50  <andythenorth> profit
16:27:54  <peter1138> But otoh, why change what we have.
16:28:01  <peter1138> I prefer our "Fix" over "fix" anyway.
16:28:17  <TrueBrain> Fix vs fix are both fine, it seems
16:28:24  <planetmaker> proper punctiation and capitalization
16:28:31  <TrueBrain> and yeah, I can understand highlighting doesnt work on IRC :D
16:28:31  <andythenorth> string.lower()
16:28:54  <andythenorth> so what was I working on?
16:29:02  <andythenorth> brake van liveries? :P
16:29:07  * andythenorth made a lasagne
16:29:17  <zuzak> good work
16:29:18  <peter1138> I'm gonna have turkey burgers tonight.
16:29:24  <andythenorth> winning choices
16:29:24  <TrueBrain> get me one too plz
16:29:33  <peter1138> There is one left over actually, it was a packet of ... 3.
16:29:35  <TrueBrain> (either lasagne or burgers)
16:29:43  <zuzak> why not a turkey burger lasagne
16:29:57  <peter1138> Erm...
16:30:04  <Samu> still confused
16:30:08  <peter1138> Wouldn't that just be a turkey mince lasagne?
16:30:29  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7162: Fix #7058, #7161: Network chat messages did not expire.
16:30:30  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7162: Fix #7058, #7161: Network chat messages did not expire.
16:30:33  <andythenorth> can't remember when Horse is finished
16:30:36  <TrueBrain> okay, now I just wanna try semantic-releases; see what it does for 'website' ...
16:30:42  <andythenorth> just ship it
16:30:49  <TrueBrain> nice thing about GitHub, it has all these apps that do things for you
16:30:51  <andythenorth> there's always revert
16:30:54  <TrueBrain> instead that you have to invent them yourself :)
16:30:56  <TrueBrain> they make me happy
16:30:58  <peter1138> Try it, as it's not for OpenTTD itself I don't really mind :)
16:31:04  <zuzak> idk peter1138 i was expecting turkey burger in place of the lasagne sheets maybe
16:31:10  <andythenorth> we tried the facebook thing for a while
16:31:12  <TrueBrain> peter1138: I figured most would think that way :P
16:31:14  <andythenorth> 'move fast and break stuff'
16:31:23  <andythenorth> then 'move fast, with stable infra'
16:31:29  <peter1138> zuzak, that... wouldn't be lasagne.
16:31:38  <peter1138> Turkey pasta. Hmm.
16:31:39  <zuzak> details, details
16:31:41  <andythenorth> now we have our own: 'just at least move, and suck up the consequences'
16:31:59  <TrueBrain> I say that often at work: "moving is better than standing still, so go for it"
16:32:14  <peter1138> At some point I need to be brave and defrost that meat at the bottom of the freezer.
16:32:19  <peter1138> It may be another life-form by now.
16:32:29  <TrueBrain> just throw it away ffs
16:32:39  <peter1138> Haha probably yes.
16:32:44  <peter1138> Dogs'll eat it anyway.
16:34:40  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7151: Change: Allow AI companies to start immediately.
16:34:59  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7160: Fix a couple of livery related issues.
16:35:14  <andythenorth> I could approve, but eh C++
16:35:28  <peter1138> Testing is helpful, thank you.
16:35:37  <peter1138> Especially OS X issues ;)
16:36:50  <Samu> what a confusing mess
16:36:58  <peter1138> Which?
16:37:07  <peter1138> Bankruptcy?
16:37:14  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7151: Change: Allow AI companies to start immediately.
16:37:25  <Samu> yes, it's simulating to be in the old company only to re-put it as spectator
16:37:41  <Samu> because... multiplayer has a delay for do command stuff, bah
16:38:08  <andythenorth> 3rd company colour? o_O
16:38:13  <peter1138> Where?
16:38:17  <peter1138> And, er, why?
16:38:30  <Samu> in single player i don't need to simulate
16:38:31  <andythenorth> hmm, maybe I can fake a 3rd company colour, with a 'dependent' remap
16:38:32  <peter1138> Also, that'll be 4096 recolourmaps.
16:38:38  *** techmagus has quit IRC
16:38:44  <Samu> but i'm still not spectator yet
16:38:49  <Samu> and i must be
16:38:53  <andythenorth> I could use recolour sprites depending on CC set
16:38:54  <peter1138> Although actually we have the ability to just pre-calculate recolour maps as needed.
16:39:03  <peter1138> And doing that would, you know, allow us to have more than 16 colours.
16:39:19  <peter1138> Might just break a few NewGRF assumptions though.
16:39:41  <peter1138> I recommend not using custom recolour sprites.
16:39:45  <peter1138> Again... rgb ;)
16:39:55  *** techmagus has joined #openttd
16:40:34  <peter1138> Interestingly if you defined a custom recolour map for a 32bpp sprite you could have way more than the 8 shades...
16:40:37  <andythenorth> horse provides this livery
16:40:42  <peter1138> It would go horribly wrong for 8bpp though.
16:40:44  <andythenorth> this one is requested :P
16:40:51  <andythenorth> but the black is painted on, so eh
16:41:13  <peter1138> Just draw it as a variant.
16:41:13  <andythenorth> vehicle groups? o_O
16:41:32  <peter1138> Variant is a better now.
16:41:35  <peter1138> Cos we already have groups.
16:41:38  <andythenorth>
16:41:42  <peter1138> s/now/name/
16:41:55  <andythenorth> variants is actually what I've called them in newgrfs :P
16:42:01  <peter1138> Yeah.
16:42:18  <andythenorth> it's clear that it's variations on a single vehicle then
16:42:21  <andythenorth> and not a group for 'buses'
16:42:23  <peter1138> It also emphasizes it'l... yeah
16:42:23  <peter1138> that.
16:42:25  <andythenorth> or 'BR trains 1990'
16:42:26  <peter1138> Haha
16:42:46  <andythenorth> we don't need 'folders' for the buy menu :P
16:43:12  <andythenorth> eh, we should allow buy menu separator grfs  :P
16:45:06  <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7160: Fix a couple of livery related issues.
16:45:45  <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7162: Fix #7058, #7161: Network chat messages did not expire.
16:48:01  <andythenorth> oh buy costs
16:48:02  <andythenorth> that was it :P
16:48:04  <andythenorth> oof
16:55:07  <andythenorth> also nml 16 cargos? :P
16:57:27  <peter1138> NML what?
16:57:43  <andythenorth> industries 16 cargo in/out
16:57:47  <andythenorth> doesn't have nml support
16:57:50  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7160: Fix a couple of livery related issues.
16:57:51  <peter1138> Oh, that.
16:57:52  <andythenorth> is problem
16:58:07  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7162: Fix #7058, #7161: Network chat messages did not expire.
16:58:12  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7161: Network messages do not disappear after a while
16:59:26  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7161: Network messages do not disappear after a while
17:01:00  *** gelignite has joined #openttd
17:03:51  <andythenorth> there's a branch
17:05:12  <peter1138> Urgh, setting up servers is a pain :(
17:05:17  <peter1138> All that command line stuff!
17:05:29  <andythenorth> yup
17:05:44  <andythenorth> puts me off 1 hour silly MP games
17:05:51  <andythenorth> 30 minutes of set up :P
17:06:03  <andythenorth> rcon and all that jazz
17:06:35  <peter1138> We should have a GUI "rcon"
17:06:53  <andythenorth> but with 15 not 14
17:06:57  <peter1138> Oh right.
17:07:35  <andythenorth> seems I have a branch of nielsm's branch
17:07:36  <peter1138> Why am I listening to Les Mis?
17:07:39  *** glx has joined #openttd
17:07:39  *** ChanServ sets mode: +v glx
17:07:40  <andythenorth> dunno
17:07:50  <andythenorth> accidental random play?
17:08:06  * andythenorth wonders what works and what doesn't 
17:08:47  <andythenorth> frosch123 planetmaker ^^ 16 cargo support, is that going in as one PR, n commits, or multiple PRs?
17:09:12  <andythenorth> it doesn't make sense if it's too split up, but I can't keep track of what's done and what isn't
17:10:11  <peter1138> 40% water, that's a bit better.
17:10:31  <peter1138> 16 cargo in/out support is one new feature.
17:10:35  <planetmaker> 16 cargoes does sound like one commit in nml. Should not be a huge change?
17:10:38  <peter1138> So 1 PR.
17:10:42  <andythenorth> 1 PR
17:10:50  <peter1138> Unless you need infrastructure changes first.
17:10:58  <peter1138> Hmm, I might play a game.
17:11:01  <peter1138> What's a good game
17:11:10  <andythenorth> Blitz
17:11:17  <peter1138> Netflix, ah...
17:11:22  <andythenorth> YouTube
17:11:48  <andythenorth> ouch, I've got merge commits in my branch
17:11:57  <Pikka> how painful
17:11:58  <andythenorth> we going to just squash it all down?
17:12:11  <andythenorth> Pikka: I just want to draw little pixel trains :P
17:12:17  <andythenorth> there is all this other stuff to make it possible
17:13:47  <Pikka> si
17:14:36  <peter1138> Merge commits just to increase a limit to 16?
17:16:14  <andythenorth> looks like I screwed up
17:16:24  <andythenorth> merged upstream instead of rebase
17:16:31  <andythenorth> can't see how to fix that in rebase -i
17:18:13  <peter1138> dbg: [net] Client: Performing emergency save (netsave.sav)
17:18:21  <peter1138> Is that normal on a disconnect?
17:18:33  <glx> drop merge commit, and edit following commits maybe
17:19:25  <Gabda> hi
17:19:59  <peter1138> Weird, when I switch to Firefox, Netflix minimizes.
17:20:07  <peter1138> This putty window, and my VNC, are fine though.
17:20:09  <glx> peter1138: that's a feature I thing
17:20:10  <Gabda> in scenario editor, when I delete a town, CmdDeleteTown gets called twice
17:20:17  <Gabda> is it intended?
17:20:26  <glx> yes, test then exec Gabda
17:21:18  <Gabda> what is the difference? because it goes through the whole function both times
17:21:20  <glx> so in case something fails you are not in half removed state
17:22:10  <glx> second time uses DC_EXEC flags
17:22:30  <peter1138> It's important for network clients as well, of course.
17:22:50  <andythenorth> oh wow, fixing merge commits is like landing on the moon
17:22:58  <glx> magic ?
17:22:59  <peter1138> Client tests, so you get instant feedback, and then sends command to server, where it actually happens.
17:23:07  <andythenorth> it's a flowchart and multiple worfklows
17:23:29  * andythenorth might just abandon 16 cargos for now
17:23:38  <glx> ah, I would just drop the merge and edit others
17:23:41  <peter1138> Is it that complex? :s
17:23:47  <andythenorth> merge commits don't show in rebase
17:23:49  <andythenorth> it's a git feature
17:24:01  <glx> really ?
17:24:05  <andythenorth> the workflow is to manually rebuild with cherrypick
17:24:16  <andythenorth>
17:24:30  <peter1138> Hmm, is cherry-pick useful?
17:24:35  <peter1138> Oh
17:24:35  <andythenorth> often
17:24:43  <peter1138> Sorry I hadn't read your line.
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17:24:50  <peter1138> I meant is it useful for you to use now.
17:24:53  <Gabda> oh, I can see now, there is a DoCommandP as well
17:25:06  <Gabda> these one letter differences in the function names are hard to spot
17:25:11  <Gabda> thanks glx :)
17:26:17  <peter1138> That isn't the difference between test and EXEC.
17:26:51  <andythenorth> possibly I just make a new branch, cp out what I want and nuke the rest from orbit
17:27:08  <glx> DoCommand and DoCommandP both call the CmdXXX function twice
17:27:18  <andythenorth> or I just diff against master, and commit the diff to a new branch
17:27:33  * andythenorth doesn't enjoy being the nml maintainer :P
17:27:52  <peter1138> So basically, you already added lots of different stuff to your branch?
17:27:58  <andythenorth> yes I did :P
17:28:10  <peter1138> If it's different, create separate branches for each feature, cherry-pick into them.
17:28:18  <peter1138> Then PR those.
17:28:23  <glx> hey one branch per feature is the way to go
17:28:27  <peter1138> Definitely.
17:28:30  <andythenorth> nah it's all related to 16 industry cargos
17:28:34  <andythenorth> it's just fricking big
17:28:41  <peter1138> How can it be so big?
17:28:46  <peter1138> It's just 2/3 -> 16
17:28:47  <andythenorth> oops, have I turned into samu?
17:28:54  <andythenorth> nope, it's a boatload of new properties
17:28:55  <andythenorth> new cb format
17:28:56  <andythenorth> docs
17:29:03  <glx> but you can create a new branch and pick each commit of the old branche
17:29:06  <Gabda> ok, now I can see the part with the EXEC flag as well
17:30:05  <andythenorth> can I cherrypick out-of-order? o_O
17:30:08  <peter1138> cYes
17:30:22  <andythenorth> I want to group related commits which are currently out of sequence, then squash them
17:30:30  <peter1138> Yup, that's doable.
17:30:35  <andythenorth> this should be about 4 commits by the end
17:30:38  <peter1138> Good.
17:31:00  <Gabda> town deletion can be called from two places, I tracked only the first one, and that was with DoCommand (without P), and I couldn't find the double calling there
17:31:21  <andythenorth> currently there's too much 'fix' and 'doc' and 'wip'
17:31:43  <peter1138> I do those commits, but I never do merges with master.
17:31:49  <peter1138> You should've learned from NRT!
17:32:05  <andythenorth> emoji
17:32:08  <glx> yeah only rebase with master :)
17:32:38  <glx> merge is for when you merge another branch in your branch
17:32:49  <andythenorth> in OpenTTD land yes
17:33:06  <andythenorth> I know :)
17:33:07  <peter1138> In other land, you also merge feature branches into master, when they are complete.
17:33:13  <peter1138> But you never merge master into feature branches!
17:33:16  <andythenorth> ?
17:33:18  <peter1138> Well, I never do.
17:33:18  <andythenorth> constantly
17:33:27  <peter1138> It's a nightmare.
17:33:30  <andythenorth> otherwise bit rot and surprise conflicts
17:33:59  <glx> but rebase is a problem if you share the branch
17:34:05  <Samu> I still can't bankrupt to spectator :(
17:34:13  <andythenorth> rebase is a problem if force push is banned :)
17:34:15  <Samu> local company assert
17:34:22  <andythenorth> afaict
17:34:33  <andythenorth> anyway, nml mess needs un-messed
17:34:37  <glx> Samu: single player, you bankrupt, game over
17:34:44  <glx> that's all
17:34:51  <Samu> you spectate now
17:35:09  <andythenorth> there's bankrupty in single player now?
17:35:10  <andythenorth> :o
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17:35:23  <Samu> there already was
17:35:25  <glx> there always was andythenorth
17:36:39  <glx> and in single player mode bankrupt should stay game over, not spectate
17:37:07  <Samu> it doesn't game over, it keeps the company alive
17:37:23  <Samu> i want to move to spectator now if the start_spectator setting is still on
17:40:28  <Samu> hmm exactly the problem i'm facing
17:40:31  <peter1138> Yeah, SP doesn't ever finish. It's probably a bug but it's been like that for years.
17:40:32  <glx> I really think the setting should only have an effect on game start
17:40:51  <Samu> that description is my problem
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17:41:20  <glx> if on, start as spectator, then join an existing human company (or create one if none), then the game works as before
17:43:10  <glx> once started as spectator, you only need to check _networking and COMPANY_SPECTATOR to determine you are in single SP mode and enabling the initial join/create
17:43:31  <glx> after that it's a standard game with no spectator
17:45:14  <peter1138> Bank Balance -£11,744,883
17:45:17  <peter1138> Not bankrupt yet ;(
17:46:18  <Samu> I believe it was done that way for the ability to spectating AIs
17:46:36  <Samu> but now i'm really making a spectator slot
17:47:38  <Samu> no need to keep a company alive
17:51:12  <andythenorth> 5 docs commits squashed to 1
17:51:20  <andythenorth> now just to squash the features :P
17:51:25  <andythenorth> still ain't done
17:51:36  <andythenorth> but this current mess hurts my brain
17:52:17  <TrueBrain> poor brain
17:52:22  <TrueBrain> want some ice on it?
17:53:04  <andythenorth> icebrain
17:53:07  <andythenorth> ice on my house right now
17:53:30  * andythenorth advertises for nml maintainer :)
17:53:44  <glx> personnaly I would keep the SP bankrupt as it is
17:55:33  <peter1138> i.e. no bankrupt?
17:55:38  <andythenorth> pls
17:56:05  <glx> yes and no move to spectator
17:56:48  <glx> the goal of the setting is start as spectator, not change how SP game works :)
17:57:53  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain opened pull request #7163: Add: [AzurePipelines] split the CI in two parts: building and commit checking
17:58:37  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7150: Change: Make ships stop in locks to move up/down instead of following the slope.
17:59:21  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7163: Add: [AzurePipelines] split the CI in two parts: building and commit checking
18:00:07  <TrueBrain> peter1138: something like this; would that help?
18:00:34  <glx> so 2 lines in PR status ?
18:01:04  <TrueBrain> yes
18:01:22  <peter1138> Hmm
18:01:36  <peter1138> Although it's done the CI first, heh.
18:01:48  <TrueBrain> yeah; also because I manually started this, to show how it looks
18:01:55  <TrueBrain> but agents ran out, so it will be a while :D
18:02:02  <glx> good, it's better to know commit checker failed without having to open the azure log
18:02:05  <peter1138> o
18:02:20  <peter1138> If it's beneficial, go for it?
18:02:32  <TrueBrain> you were asking for it; so I am checking if this would have helped you :)
18:02:47  <glx> because often you get CI failed when it was just the commit
18:02:51  <peter1138> Hmm, to be honest, having the commit checker locally helps more :)
18:02:58  <TrueBrain> peter1138: fair enough :)
18:03:28  <glx> and sometimes CI failed for connection issues ;)
18:04:48  <glx> and commit checker could also run the scripts and detect missing project updates
18:05:20  <glx> (usually MSVC fails to build in this case)
18:05:59  <glx> is it possible to not start build check if commit checker failed ?
18:10:16  <TrueBrain> glx: not in this setup; that is only possible by moving it into a single build
18:10:33  <TrueBrain> not sure if that fixes anything
18:10:41  <andythenorth> how
18:10:52  <TrueBrain> takes 50 seconds to fetch the sources; lol
18:11:00  <andythenorth> how does a cp have conflicts with files that aren't changed in the commit?
18:11:14  <andythenorth> is the changeset not isolated?
18:11:20  <andythenorth> does it bring in other stuff from the tree?
18:11:21  <TrueBrain> glx: ideally I wish every job would report to GitHub, instead of a single entry .. but .. yeah ..
18:11:59  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7163: Add: [AzurePipelines] split the CI in two parts: building and commit checking
18:12:03  * andythenorth thought this would be possible just tedious :(
18:12:14  <TrueBrain> no clue what you are trying andythenorth :D
18:12:20  <andythenorth> unfuck a mess
18:12:27  <glx> (as always ;) )
18:12:40  <andythenorth> but I think it would be easier to just diff master > big_patch.diff
18:12:44  <andythenorth> then apply it
18:12:48  <TrueBrain> anyway; I put the PR up there, feel free to approve or decline it. I dont have a favour; just wanted to show the other way of doing this :)
18:13:14  <andythenorth> I am trying to CP this into this branch
18:13:38  <TrueBrain> git checkout 16-industry-cargos-in-out-rebase
18:13:46  <TrueBrain> git cherrypick 239c5990a2322f67c47fdd7e658f8b92835cc8cc
18:13:52  <TrueBrain> if that fails, you are screwed :P
18:14:06  <andythenorth> it fails
18:14:22  <TrueBrain> I assume with a merge conflict
18:14:26  <andythenorth> yes
18:14:26  <TrueBrain> that is just annoying to fix :)
18:14:30  <andythenorth> massive merge conflict
18:14:48  <glx> you can get a diff for each commit I think
18:15:17  <glx> then do a manual cherrypick
18:15:57  <andythenorth> I think it's time for just starting from scratch tbh
18:16:20  <andythenorth> did we include 16 cargos for 1.9.0?
18:16:22  <andythenorth> can we not?
18:16:37  <glx> I think 16 cargo is in master
18:17:06  <andythenorth>
18:17:44  <andythenorth> is it worth shipping without nml support?
18:17:45  <andythenorth> probably
18:18:10  <andythenorth> my concern is that it is pretty much untested
18:18:28  <glx> nml is an independant project anyway ;)
18:18:28  <andythenorth> it introduces quite a lot of new spec
18:18:43  <andythenorth> but nobody knows if the new industry grf spec makes sense
18:18:55  <andythenorth> and once it's out there, it's hard to change it
18:27:21  <andythenorth> hmm
18:27:56  <andythenorth> what is actually correct expected outcome of fixing this mess?
18:28:05  * andythenorth might be trying to solve a non-problem
18:33:26  <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 updated pull request #7120: Feature: Town Voronoi diagram
18:34:37  <Gabda> anyone interested in trying out the closest town visualization in the scenario editor?
18:35:40  <Gabda> (it is not the purpose of the PR, just a method to test and play with the town voronoi diagram)
18:39:38  <Samu> i have a feeling this part of the code is never executed
18:40:21  <Samu> if I cheated to an AI company, the other part of the code prevents the company i'm currently at, to bankrupt
18:40:47  <Samu> the other part being
18:42:50  <Samu> for a network game, the code just before line 299 moves local company to spectator
18:46:30  <glx> ChangeOwnershipOfCompanyItems() is not called as the company is not deleted
18:49:52  <Samu> I'm apparently making that part to run
18:50:21  <Samu> it's buggy
18:50:53  <Samu> will assert later on IsLocalCompany() in StateGameLoop()
18:51:00  <glx> yes  your active company can't disappear
18:51:33  <glx> the command for network games say something about this assert
18:52:37  <Samu> wondering what I can do
18:52:53  <glx> "It is done in this way as we are called from the StateGameLoop which can't change the current company, and thus updating the local company triggers an assert later on."
18:53:40  <glx> so keep it like it was
18:57:48  <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 updated pull request #7120: Feature: Town Voronoi diagram
18:58:58  <peter1138> andythenorth, expected outcome is a set of changes that can be reviewed as PR :p
18:59:21  <andythenorth> thanks :P
18:59:34  <peter1138> Hmm, I didn't know nml had been moved to us.
18:59:44  <peter1138> Shall I clone it and check out your changes?
18:59:53  <andythenorth> pls
18:59:56  <andythenorth> but it's a mess :)
19:00:03  <peter1138> Sure, so's NRT.
19:00:09  <peter1138> There's a theme here.
19:02:00  <peter1138> So, er, where does the set of changes start?
19:02:55  <peter1138> Codechange: Rename CargotypeListProp... ?
19:03:37  <DorpsGek_II> [OpenTTD/OpenTTD] alexanderweiss commented on pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling
19:03:45  <andythenorth> peter1138: where even is that commit?
19:03:54  <andythenorth> rev?
19:04:00  <peter1138> b13ede709fc9a1cc0abb1550689e5a531475b1da
19:04:39  <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #7120: Feature: Town Voronoi diagram
19:05:00  <andythenorth> ok everything makes sense now
19:05:18  <andythenorth> I should have been rebasing much further down the tree
19:05:43  <andythenorth> yes that's where it starts
19:05:58  <Samu> I think I have an idea for a "fix"... just set current company equal to local company when it returns
19:06:07  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling
19:06:20  <Samu> unless this breaks something more
19:06:25  <andythenorth> I was starting here, because I was looking for commits on page 1 of log in github web UI
19:06:27  <andythenorth> oops
19:06:33  <peter1138> Oh dear.
19:06:50  <andythenorth> yeah clown shoes
19:06:58  <andythenorth> that's why I had unexpected changesets
19:07:09  <Gabda> at last my PR passed the checks :)
19:07:28  <peter1138> What me to try sorting it out still or are you good now?
19:07:58  <andythenorth> you try :P
19:08:15  <andythenorth> I'm still pecking one key at a time with git rebase
19:08:19  <andythenorth> and I can't use nano properly
19:08:23  <andythenorth> high chance of more mess
19:08:49  <andythenorth> this should come out as 1 docs commit, and about 3 feature commits (props, cbs, codechanges)
19:09:40  <andythenorth> the spec kept...evolving
19:11:56  <DorpsGek_II> [OpenTTD/OpenTTD] alexanderweiss commented on pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling
19:12:15  <peter1138> CargotypeListProp -> ByteListProp seems to be a separate change.
19:12:32  <peter1138> Like a necessary precursor, but not necessarily part of the 16-in-out PR.
19:13:07  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling
19:13:36  <Samu> if (!IsLocalCompany()) SetLocalCompany(_local_company);
19:13:39  <Samu> keks
19:13:55  <Samu> probably gonna assert because...
19:14:25  <Samu> because SetLocalCompany asserts IsLocalCompany
19:14:28  <Samu> damn
19:15:05  <Samu> if (!IsLocalCompany()) _current_company = _local_company;
19:15:10  <Samu> k, let's try
19:16:33  <peter1138> Yeah, I might just cherry pick changes as well.
19:16:52  <andythenorth> peter1138: b13ede709fc9a1cc0abb1550689e5a531475b1da I can probably move to master
19:17:02  <peter1138> andythenorth, it needs changes.
19:17:46  <Samu> nop, still asserts
19:17:56  <Samu> stategameloop is gay
19:18:00  <Samu> :(
19:18:41  <Gabda> is there an easy and globally reachable method/flag that tells if we are in "build" mode, and if so, what is the selected build (e.g. railway station, bus station, industry, town)?
19:19:22  <Gabda> (the only one I found so far is to get the mouse sprite, but that is...)
19:25:28  <peter1138> Something like _thd
19:25:58  <andythenorth> Samu: less of that
19:26:03  <andythenorth> offensive
19:27:08  <Samu> oops
19:27:36  <Samu> how am i gonna solve :|
19:31:32  <DorpsGek_II> [OpenTTD/OpenTTD] alexanderweiss commented on pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling
19:36:55  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling
19:38:48  <peter1138> Hmm, git cherry-pick is weird :s
19:39:05  <peter1138> I still end up with a load of other changes.
19:39:18  <peter1138> I should RTFM.
19:40:09  <peter1138> -m parent-number sounds relevant.
19:41:32  <andythenorth> I thought cherry-pick was isolated
19:41:45  <andythenorth> I use it a lot at work, it's fine
19:42:39  <DorpsGek_II> [OpenTTD/OpenTTD] alexanderweiss commented on pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling
19:47:34  <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling
19:49:23  <Samu> dobe
19:51:49  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling
19:54:26  <Samu> this can't be done :| or I don't know how to
19:54:57  <Samu> StateGameLoop wants everything done as OWNER_NONE
19:57:30  <Samu> but how could network mode work?
20:05:59  <peter1138> andythenorth,
20:06:12  <andythenorth> recased?
20:06:28  <peter1138> Ye olde Viglen mod.
20:06:39  <andythenorth> £350 though
20:06:44  <andythenorth> I have BeebEm for free :P
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20:25:31  <peter1138> Yes
20:33:56  <peter1138> Well that cheese & biscuits was a whole other meal.
20:38:42  <peter1138> Right well it's rebased to master, now.
20:39:24  <peter1138>
20:39:31  <peter1138> I haven't done any further squashing.
20:42:02  * peter1138 ponders squashing locks and calling it done.
20:43:35  <peter1138> Any further word on the saveload enum?
20:43:40  * andythenorth ponders squashing more nml commits
20:43:58  <peter1138> andythenorth, yeah, reorder and squash what is relevant, i guess.
20:44:49  <andythenorth> might wait for nielsm to be back :)
20:46:32  <andythenorth> looks like we had a few versions of prop 28
20:48:48  <peter1138> :)
20:49:01  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7150: Change: Make ships stop in locks to move up/down instead of following the slope.
20:50:19  <peter1138> I should fix this ship thing.
21:04:12  <Gabda> peter1138: thanks, _thd contains the window class where the tile highlight was set from, which is mostly enough for me
21:04:30  <peter1138> There may be functions around that already test for this stuff.
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21:31:18  <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7148: Switch saveload versions from literal numbers to enum values.
21:39:10  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7148: Switch saveload versions from literal numbers to enum values.
21:39:18  <peter1138> Let's burn!
21:40:14  <Eddi|zuHause> gah, now i actually need to do this rebase...
21:40:43  <peter1138> Haha, me too :D
21:41:54  <peter1138> Time to rebase NRT I think :-)
21:43:35  <Samu> breaking openttd.cpp
21:43:43  <Samu> StateGameLoop cannot beat me
21:44:26  <Samu> it does not like bankrupting to spectator
21:44:31  <Samu> in single player
21:47:08  <Samu> finally!
21:47:39  <Samu> i just have no idea if I broke something else though, but at least I can finally bankrupt to Spectator in single player
21:48:01  <Samu> so, I'm gonna have to ask
21:48:02  <Samu> :9
21:49:06  <Samu> line 31, then line 76,77,78 are added
21:49:21  <Samu> what could possibly go wrong?
21:49:55  <Samu> IncreaseDate is where bankruptcy checks are done
21:51:30  <Samu> i made sure current company and local company are restored to OWNER_NONE for every company bankrupt check
21:52:32  <Samu> when IncreaseDate() gets its job done, the others that follow are now handed OWNER_NONE to them
21:52:43  <Samu> the assert does not trigger
21:53:04  <Samu> line 72 restores the local company
21:53:15  <Samu> which could now no longer exist due to bankruptcy
21:53:31  <Samu> that's why I move to spectator with the checks 76 77 78
21:53:57  <Samu> success?! or did I broke something else?
21:54:02  <Samu> break*
22:10:04  <peter1138> Probably :)
22:10:52  <peter1138> Hmm, NRT actually doesn't have any saveload changes.
22:11:07  <peter1138> Well, no SLE stuff.
22:11:15  <peter1138> Obviously the map changes :)
22:12:48  <andythenorth> yay I fixed run costs
22:12:57  <andythenorth> at least for this test map with this FIRS cargo rates :P
22:13:02  <andythenorth> for narrow test cases :P
22:13:06  <andythenorth> that's 2 days work :P
22:15:44  <peter1138> :D
22:16:35  <andythenorth> automation
22:17:19  <Eddi|zuHause> one day i figure out what andy means with "broken" and "fixed
22:17:20  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7150: Change: Make ships stop in locks to move up/down instead of following the slope.
22:17:43  <andythenorth> Eddi|zuHause: it's some kind of cycle
22:17:48  <peter1138> Hmm, I can remove my group-livery branches now, I guess.
22:17:51  <andythenorth> like that diagram of a snake eating its own tail
22:17:52  <Eddi|zuHause> there seems to be little overlap with my usage of those words
22:27:33  <peter1138> Hmm, I apparently have a patch to make ships go fast.
22:27:49  <peter1138> For...
22:27:56  <peter1138> Why did I open that? Hmm.
22:31:29  <andythenorth> ekranoplans?
22:31:36  <andythenorth> or just for consistency?
22:31:42  <peter1138> Aye.
22:32:09  <andythenorth> tugboats :P
22:32:22  <peter1138> Articulated boats.
22:32:48  <Wolf01> Meh, I started with a robotic arm, now I have factorio
22:33:40  <andythenorth> articulated boats for 3.0
22:33:43  <andythenorth> in 15 years
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23:04:37  <Samu> must be a client, to test bankruptcy on a server
23:04:54  <Samu> disabling breakpoints :(
23:10:13  <Samu> looks fine
23:10:22  <Samu> server is always fine
23:10:32  <Samu> it's only single player where the bad stuff happens
23:10:48  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
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23:21:49  <peter1138> Evening.
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23:22:04  <TrueBrain> hi!
23:26:44  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7158: Add: Client setting gui.start_spectator
23:26:48  <Samu> wee
23:27:00  <Samu> can you take a look peter1138!?
23:28:54  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7158: Add: Client setting gui.start_spectator
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23:38:23  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7109: [OSX] Use high-precision scrolling properties for 2D scrolling
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23:42:16  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7163: Add: [AzurePipelines] split the CI in two parts: building and commit checking
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