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00:00:04 *** Thedarkb-T60 has quit IRC 00:01:36 *** tokai has joined #openttd 00:01:36 *** ChanServ sets mode: +v tokai 00:02:48 * drac_boy mutters through more of the wiki 00:02:56 *** Thedarkb-T60 has joined #openttd 00:08:45 *** tokai|noir has quit IRC 00:11:01 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas opened pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHHo 00:39:52 *** snail_UES_ has quit IRC 00:51:29 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7210: Fix: EOL issues, and differences in generate and generate.vbs outputs https://git.io/fhHHp 00:52:14 <glx> backslashes everywhere :) 00:54:13 *** qwebirc31537 has joined #openttd 00:55:13 <drac_boy> backslashes .. as in backward knife throws or just these little slanted lines on the computer keyboard? :P 00:55:24 * drac_boy is being silly about words now heh 00:56:40 <glx> the thing you need to double each time it's interpreted, in some places I needed 8 of them to get 1 at the end of the process 00:59:29 *** qwebirc31537 has quit IRC 01:02:55 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7210: Fix: EOL issues, and differences in generate and generate.vbs outputs https://git.io/fhHHp 01:04:18 <drac_boy> np, I thought it wasn't something to do with the usual bckslash's anyhow :) 01:09:48 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHQY 01:24:17 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHQR 01:24:19 <drac_boy> hmm just have to ask as I'm not too clear on the coding aspect of it .. can you actually have seaplanes if you provided custom airport types? 01:25:05 <glx> I think it's possible yes, I remember seeing that 01:25:23 <glx> or maybe it was just a patch and not in master 01:28:27 <drac_boy> hmm I guess I'll have to look through the forum tomorrow. if its a patch at least it probably still couldn't hurt to make a tiny expansion grf to 'add' it when supported 01:28:50 <drac_boy> anyway have fun with your work there glx (whatever it exactly is) 01:34:14 <DorpsGek_II> [OpenTTD/OpenTTD] James103 opened issue #7211: Errors / crashes when downloading CZTR_Truck_set-1.0.0.tar https://git.io/fhHQw 01:47:11 *** snail_UES_ has joined #openttd 01:47:53 <drac_boy> say I wonder if v453000 is still the usual nutty contributor around lately 01:48:04 <drac_boy> :-> 01:54:17 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on issue #7211: File failed to decompress / OpenTTD crashes when downloading CZTR_Truck_set-1.0.0.tar https://git.io/fhHQP 02:18:13 <drac_boy> anyway..bedtime soon 02:18:16 *** drac_boy has left #openttd 03:05:19 *** snail_UES_ has quit IRC 03:34:38 *** D-HUND has joined #openttd 03:37:59 *** debdog has quit IRC 03:39:35 *** glx has quit IRC 04:19:16 *** HerzogDeXtEr1 has joined #openttd 04:19:45 *** Samu has quit IRC 04:25:49 *** HerzogDeXtEr has quit IRC 04:45:32 *** HerzogDeXtEr1 has quit IRC 04:55:34 *** Eddi|zuHause2 has joined #openttd 04:59:54 *** Eddi|zuHause has quit IRC 05:08:48 *** Eddi|zuHause2 is now known as Eddi|zuHause 07:24:33 <peter1138> I've not seen V453000 around for a while 07:29:18 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7211: File failed to decompress / OpenTTD crashes when downloading CZTR_Truck_set-1.0.0.tar https://git.io/fhHdL 07:33:47 *** andythenorth has joined #openttd 07:34:24 <andythenorth> o/ 07:40:32 <peter1138> andy 07:45:59 *** sla_ro|master has joined #openttd 07:47:09 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHdO 07:48:15 <andythenorth> seen this one? o_O https://github.com/OpenTTD/OpenTTD/issues/7197 07:51:13 <peter1138> Probably something something in the window tick refactor. 07:52:15 <peter1138> There's some invalidation going on in OnGameTick(), should be in OnInvalidateData 07:52:50 *** Progman has joined #openttd 08:00:01 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHdW 08:11:32 <DorpsGek_II> [OpenTTD/OpenTTD] George-VB commented on issue #6908: Request: Persistent storage for vehicles https://git.io/fhHd2 08:24:10 <peter1138> Hmm, trying to find if there's a handy place for determining when a vehicle leaves a depot... 08:24:25 <peter1138> Probably a start/stop command, I guess. 08:24:38 <andythenorth> Pikka: https://dev.openttdcoop.org/attachments/download/9277/Civil_roundabout.png :) 08:29:13 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7212: Fix #7197: Invalidate depot buttons when necessary. https://git.io/fhHd9 08:35:12 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #6908: Request: Persistent storage for vehicles https://git.io/fhHdd 08:35:55 <peter1138> andythenorth, ^ 7212 08:36:06 <andythenorth> let's see 08:38:58 <andythenorth> oof persistent storage for trains :o 08:39:32 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth approved pull request #7212: Fix #7197: Invalidate depot buttons when necessary. https://git.io/fhHdx 08:43:56 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7197: Vehicle UI not showing clone button for newly created vehicles in depot when paused https://git.io/fhHoD 08:43:57 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7212: Fix #7197: Invalidate depot buttons when necessary. https://git.io/fhHd9 08:48:39 <DorpsGek_II> [OpenTTD/OpenTTD] James103 commented on issue #7211: File failed to decompress / OpenTTD crashes when downloading CZTR_Truck_set-1.0.0.tar https://git.io/fhHFk 08:48:40 <DorpsGek_II> [OpenTTD/OpenTTD] James103 closed issue #7211: File failed to decompress / OpenTTD crashes when downloading CZTR_Truck_set-1.0.0.tar https://git.io/fhHQw 08:50:57 <TrueBrain> what has become of the world .. even andythenorth is now approving PRs! :P :D <3 08:52:54 <TrueBrain> sometimes reddit shows me screenshots, of which I have to look twice to see it really is OpenTTD: https://i.redd.it/zm2m8kgadpf21.png 08:57:23 *** gelignite has joined #openttd 08:57:24 * andythenorth needs someone to explain vehicle reliability :P 08:57:38 <andythenorth> might need to handle it in newgrf 08:57:40 <andythenorth> never bothered before 09:07:34 *** andythenorth has quit IRC 09:09:49 *** andythenorth has joined #openttd 09:18:04 <Eddi|zuHause> andythenorth: had a chance to test https://github.com/OpenTTD/OpenTTD/pull/7199? 09:18:19 <andythenorth> no :) 09:18:31 <Pikka> how did that happen, andythenorth? 09:18:38 <andythenorth> dunno :) 09:18:49 <andythenorth> it hasn't fixed it yet 09:19:01 <Eddi|zuHause> andythenorth: i'm not sure newgrf can even affect reliability 09:19:24 <andythenorth> https://newgrf-specs.tt-wiki.net/wiki/Action0/Vehicles#Reliability_decay_speed 09:19:38 <andythenorth> not sure how it interacts with vehicle life 09:20:13 <Eddi|zuHause> andythenorth: sounds like a horrible idea to touch that 09:21:29 <andythenorth> I would like reliability to decay less aggressively on built vehicles after the model expires 09:21:56 <andythenorth> but I don't want to mess with the model life calculation, which is currently working 09:23:13 <DorpsGek_II> [OpenTTD/OpenTTD] George-VB commented on issue #6908: Request: Persistent storage for vehicles https://git.io/fhHFy 09:37:04 <Eddi|zuHause> andythenorth: again, i don't think you can affect that 09:40:21 <andythenorth> so how much performance benefit does vehicle persistent storage bring us? 09:41:48 <Eddi|zuHause> andythenorth: the userbits are currently an expensive operation, and can't be used in time critical operations (like graphics (default) callback) 09:43:06 <andythenorth> so we're delegating performance concerns to individual newgrf authors? o_O 09:44:08 <Eddi|zuHause> yes 09:44:43 <Eddi|zuHause> that's how it was always(tm) done. some callbacks came with a "don't use expensive operations here" warning 09:45:58 *** Westie has quit IRC 09:49:53 *** nielsm has joined #openttd 09:54:59 <andythenorth> urgh 09:55:02 <andythenorth> flat docks anyone? 09:55:26 <TrueBrain> only if their are pink 09:57:34 <andythenorth> oh I've made an unreachable docl :P 09:57:36 <andythenorth> dock * 10:02:34 *** m3henry has joined #openttd 10:02:51 <m3henry> o/ 10:06:25 *** m3henry has quit IRC 10:07:05 <TrueBrain> hit and run :P 10:10:44 <Eddi|zuHause> https://ibin.co/4WWi0h4xm83Y.png i'm not entirely sure what's broken 10:19:48 <andythenorth> what did you do to rivers? :o 10:21:50 <Eddi|zuHause> i tried to "fix" them, obviously. 10:22:36 <Eddi|zuHause> i'm not understanding what's wrong though. might be my limited experience with C++11 or std-containers 10:23:43 <Eddi|zuHause> i think my bfs works, but the iteration to find the flow number is somehow wrong... 10:30:08 *** HerzogDeXtEr has joined #openttd 10:37:02 <Eddi|zuHause> ah i found a thing 10:38:15 *** andythenorth has quit IRC 10:41:56 <Eddi|zuHause> https://ibin.co/4WWrD7GXy0nc.png now it has a tendency to make straight rivers, but the principle should work 10:51:03 *** andythenorth has joined #openttd 10:51:08 <andythenorth> hmm 10:51:09 *** Pikka has quit IRC 10:51:19 <andythenorth> scared away pikka :( 10:55:28 <andythenorth> I need bigger industries, so I can fit stations around them https://dev.openttdcoop.org/attachments/download/9278/FIRS-steeltown.png 10:55:31 <andythenorth> more like 10x10 10:55:36 <andythenorth> but they aren't possible :P 10:56:47 <nielsm> how about that idea I aired a while ago, with industries constructed from multiple buildings, in that the industry provides a bunch of building layouts, and the game then places several of those buildings independently as a single industry? 10:57:09 <andythenorth> yes it's worth exploring 10:57:42 <andythenorth> I could, with a lot of effort, do that in newgrf already 10:57:44 <andythenorth> but much effort 11:00:50 <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7210: Fix: EOL issues, and differences in generate and generate.vbs outputs https://git.io/fhHb1 11:01:37 <andythenorth> visually, I don't actually like bigger industries, but eh :) 11:01:54 <andythenorth> alternatively I could just accept station walking 11:06:55 <andythenorth> or newgrf stations could display multiple cargos 11:07:13 <Eddi|zuHause> andythenorth: https://ibin.co/4WWrD7GXy0nc.png now it has a tendency to make straight rivers, but the principle should work 11:07:44 <andythenorth> networks look right 11:07:50 <andythenorth> some don't terminate in coast? 11:08:12 <Eddi|zuHause> they might end in sinkholes 11:08:51 <andythenorth> flowing down from springs, or up from estuaries? 11:09:00 <Eddi|zuHause> flowing up 11:09:22 <Eddi|zuHause> well, the path is constructed upwards, and the flow amount downwards 11:09:33 <Eddi|zuHause> river is created if flow amount is > threshold 11:11:18 <andythenorth> are non-straight rivers just some random turns? 11:11:23 <andythenorth> or is it more complex than that? 11:12:18 <Eddi|zuHause> i'm trying to put some randomness into the BFS, but i'm not sure how exactly 11:12:33 <andythenorth> looks interesting 11:12:34 <andythenorth> BBL 11:12:35 *** andythenorth has quit IRC 11:12:38 <nielsm> in reality rivers turning and bending is something with different ground types, drainage, etc., for the level of terrain ottd has it would be basically random 11:19:19 <Eddi|zuHause> https://ibin.co/4WX2hHlZNcV9.png might need some tiny tweaks still :p 11:23:30 <nielsm> adding something to gravitate towards down-slopes might look nice 11:32:23 <Eddi|zuHause> yeah, that needs some way to cut off a previously set path in some cases 11:44:13 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7210: Fix: EOL issues, and differences in generate and generate.vbs outputs https://git.io/fhHHp 11:44:45 <Eddi|zuHause> hm, the cut off thing doesn't seem to work right, i get lots of tiny disconnected segments 11:44:50 *** andythenorth_ has joined #openttd 11:47:21 <andythenorth_> eh 11:47:58 <andythenorth_> I could just add a unique newgrf station tile for every cargo 11:48:07 <andythenorth_> how many cargos are there? 11:48:39 <Eddi|zuHause> infinite 11:49:19 <andythenorth_> FIRS knows 68 so far 11:49:42 <andythenorth_> max 64 in a game 11:50:06 <andythenorth_> station building gui doesn’t hold up so well with lots of tiles 11:50:24 <Eddi|zuHause> well, you can probably skip defining the ones that aren't active 11:52:15 <Eddi|zuHause> so, the cut off thing won't work, because you have too many isolated sections that don't lead to the shore but get stuck in some illegal slope configuration 11:53:09 <Eddi|zuHause> (like i said previously, rivers should be valid on all slopes) 11:53:22 <Eddi|zuHause> (would make these things easier) 11:53:40 <andythenorth_> +1 11:56:45 <andythenorth_> I could draw more sprites 11:58:08 * andythenorth_ considers converting rapids to weirs 12:03:46 *** madmax28 has joined #openttd 12:03:53 *** madmax28 has left #openttd 12:04:07 *** madmax28 has joined #openttd 12:04:12 *** madmax28 has left #openttd 12:12:31 <peter1138> hi 12:12:57 *** andythenorth_ has quit IRC 12:12:58 <peter1138> in salisbury again... 12:15:52 *** acklen_ has joined #openttd 12:16:04 *** Laedek has joined #openttd 12:17:57 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z opened pull request #7213: Feature: BFS-based river generator https://git.io/fhHN6 12:18:29 <Eddi|zuHause> how do i add a "WIP" label? 12:18:51 *** AKTheKnight_ has joined #openttd 12:19:10 *** acklen has quit IRC 12:19:19 <peter1138> like that 12:20:41 *** AKTheKnight_ has quit IRC 12:20:56 *** AKTheKnight_ has joined #openttd 12:21:18 *** AKTheKnight_ has joined #openttd 12:22:19 *** AKTheKnight has quit IRC 12:22:57 *** gelignite has quit IRC 12:23:13 *** AKTheKnight has joined #openttd 12:27:03 *** Thedarkb1-T60 has joined #openttd 12:27:14 *** Laedek_ has quit IRC 12:30:23 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7213: Feature: BFS-based river generator https://git.io/fhHNS 12:32:37 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7213: Feature: BFS-based river generator https://git.io/fhHNQ 12:32:50 *** Thedarkb-T60 has quit IRC 12:36:45 <peter1138> well... 12:37:56 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7213: Feature: BFS-based river generator https://git.io/fhHNN 12:39:02 <peter1138> got any pics? 12:41:06 <Eddi|zuHause> it seems to be somewhat terrible on hilly/rough maps 12:41:23 <peter1138> :( 12:48:30 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7213: Feature: BFS-based river generator https://git.io/fhHAU 12:55:45 *** andythenorth_ has joined #openttd 12:56:01 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHHo 12:57:28 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHAc 12:58:53 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHAW 13:03:02 *** Flygon has quit IRC 13:03:50 *** andythenorth_ has quit IRC 13:05:29 *** Wolf01 has joined #openttd 13:05:42 <Wolf01> o/ 13:07:10 *** andythenorth_ has joined #openttd 13:09:28 <Eddi|zuHause> is there any sane way to keep my "developer" commit history, while at the same preparing a "public" commit history? 13:15:14 *** andythenorth_ has quit IRC 13:19:30 <TrueBrain> Eddi|zuHause: not really 13:19:38 <TrueBrain> but a WIP PR can be a "developer" history 13:19:54 <TrueBrain> normally I only squash just before I remove the WIP 13:20:15 <Eddi|zuHause> that is probably saner than just squashing constantly 13:20:30 <TrueBrain> it mostly is 13:21:08 <Eddi|zuHause> at least as long as the final version can be squashed to a single commit 13:21:36 <Eddi|zuHause> if you want something more complex, unfiddling the mess into separate commits afterwards might be equally frustrating 13:22:10 <Eddi|zuHause> you probably then need one branch for each prospective final commit 13:22:30 <Eddi|zuHause> so you can squash each merge commit individually in the end 13:23:02 *** frosch123 has joined #openttd 13:23:10 <Eddi|zuHause> but you'll be constantly rebasing the merges in that case 13:25:37 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7181: GRF Airport landing trigger does not reflect documentation https://git.io/fh9vW 13:31:29 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7208: Fix: [AzurePipelines] always list the full changelog since last stable https://git.io/fhHAj 13:35:10 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7213: Feature: BFS-based river generator https://git.io/fhHxJ 13:42:49 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7208: Fix: [AzurePipelines] always list the full changelog since last stable https://git.io/fhH9g 13:43:14 *** Thedarkb1-T60 has quit IRC 13:53:00 <Eddi|zuHause> is the build system meanwhile capable of providing an unstripped non-debug binary? 14:00:24 *** andythenorth_ has joined #openttd 14:01:14 <michi_cc> Eddi|zuHause: git rebase -i can go quite a long way, especially if you take some care in preparing the commits and use --autosquash with matching commit messages to help your brain remember. 14:11:17 *** samu has joined #openttd 14:11:21 <samu> hi 14:12:48 *** Thedarkb1-T60 has joined #openttd 14:13:36 <planetmaker> moin 14:15:17 <samu> oh, new river gen 14:15:28 <samu> will it think of locks? 14:16:40 *** Thedarkb1-T60 has quit IRC 14:17:01 *** Thedarkb1-T60 has joined #openttd 14:28:46 *** D-HUND has quit IRC 14:34:09 <samu> @logs 14:34:09 <DorpsGek> samu: https://webster.openttdcoop.org/index.php?channel=openttd 14:34:14 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7199: Change: skip reliability decay if servicing is disabled https://git.io/fhHxF 14:35:22 *** Thedarkb2-T60 has joined #openttd 14:37:11 *** snail_UES_ has joined #openttd 14:37:51 * LordAro notices quite a lot of changes to the dutch translation in the last couple of days 14:40:09 *** Thedarkb1-T60 has quit IRC 14:45:19 *** synchris has joined #openttd 14:46:49 <TrueBrain> LordAro: yeah ... the yearly "move to another style" I guess :P 14:47:04 <TrueBrain> I believe it had 10 styles over the last 15 years :P 14:47:08 <LordAro> haha 14:50:31 <samu> "Allow company owned stations to serve industries with attached neutral stations" 14:51:01 <samu> what about the opposite 14:52:27 <samu> "Industry stations may only serve the industry" 14:52:29 <samu> ugh 14:56:27 <samu> too long, doesn't fit horizontally 14:58:30 <samu> "Allow company stations to serve industries with neutral stations" 15:00:18 *** glx has joined #openttd 15:00:18 *** ChanServ sets mode: +v glx 15:01:52 <samu> it fits! 15:02:17 <samu> still long, but On/Off does fit 15:03:00 <samu> "Company stations can serve industries with neutral stations" 15:03:12 <samu> still fits 15:07:49 <Eddi|zuHause> hm... weird... i tried to use priority queue in the BFS to go through each heightlevel first, but that makes it behave more like a DFS 15:09:12 <Eddi|zuHause> means i get one large river that goes mostly along the coast :p 15:09:52 <samu> "When enabled, industries with attached stations (such as Oil Rigs) may also be served by company owned stations built nearby. When disabled, these industries may only be served by their attached stations. Any nearby company stations won't be able to serve them, nor will the attached station serve anything else other than the industry" 15:10:16 <samu> good english? 15:10:20 <samu> good explanation? 15:11:41 <Eddi|zuHause> i think the comparison was backwards 15:11:59 *** andythenorth has joined #openttd 15:12:02 <samu> don't forget to make it lock friendly 15:12:08 <andythenorth> don't forget! 15:12:27 <andythenorth> or we could make friendlier locks 15:14:22 *** gnu_jj_ has joined #openttd 15:14:31 <Eddi|zuHause> no. i'm out to destroy all Samu's work, remember? 15:15:15 <peter1138> Make locks great again. 15:17:28 <Eddi|zuHause> Why is TileHeight() returning uint but GetTileZ() returning int? 15:18:36 <andythenorth> rapids-capable ships :P 15:18:42 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHp3 15:19:15 <samu> who's a FIRS expert? Does https://imgur.com/kaKtlc0 match the setting explanation? 15:19:25 <andythenorth> there are no FIRS experts 15:21:50 *** gnu_jj has quit IRC 15:22:13 <planetmaker> lol 15:22:38 <peter1138> Eddi|zuHause, just to mess with you. 15:23:38 <samu> Lonnpool Central should be having passengers waiting 15:23:41 <samu> removing bus 15:24:08 <samu> ah, it does have 15:25:39 <samu> and now, with the setting enabled (old behaviour) https://imgur.com/Q7wbozk 15:26:10 *** debdog has joined #openttd 15:26:32 <samu> it works! 15:29:23 <samu> no english experts around? 15:29:50 <samu> need to know if the explanation/short-hand are fine 15:30:38 <samu> must also know about those firs industries 15:30:49 <peter1138> attached neutral stations 15:31:26 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHpB 15:31:34 <supermop_Home> andythenorth fields? 15:31:40 <andythenorth> supermop_Home: o_O 15:31:57 <peter1138> varaction fields, yes please 15:32:03 <samu> ok, it's becoming longer 15:32:15 <andythenorth> Eddi|zuHause: allow rivers to terraform? 15:32:16 <samu> let me see if on/off still fit 15:32:27 <supermop_Home> NewFields? 15:32:28 <supermop_Home> idk 15:32:30 <Eddi|zuHause> andythenorth: that causes more problems than it solves 15:32:48 <andythenorth> I think you get a lot of landscape churn that way 15:33:09 <supermop_Home> let steelmill etc plant 'fields' of less important outbuildings, stacks of material, etc 15:33:12 <Eddi|zuHause> andythenorth: each terraforming action possibly cuts connections elsewhere 15:33:17 <andythenorth> yes 15:33:20 <andythenorth> but it would be a very neat trick to sometimes drop a river into a 1 level dip 15:33:35 <andythenorth> supermop_Home: that's similar to what nielsm proposes 15:33:43 <supermop_Home> ok 15:33:46 <supermop_Home> ship it 15:34:20 <samu> still fits! 15:34:59 <samu> what about the name of the setting? 15:35:02 <andythenorth> also estuaries :P 15:35:27 <samu> _settings_game.station.serve_water_industries 15:35:32 <samu> needs another name? 15:35:54 <peter1138> yes 15:36:01 <samu> ok, name it 15:36:05 <peter1138> you 15:38:13 <supermop_Home> i imagine a NewFields spec would provide for: 1) set [or reuse] graphics, 2) set radius from industry, 3) set spawn rate in months, 0 being never [only spawn at construction?], 4) set cost to clear 15:38:43 <supermop_Home> pony is 5) field builds foundations 15:38:49 <supermop_Home> there you go 15:39:18 <samu> serve_neutral_industries? 15:39:23 <supermop_Home> that basically builds your big industrial stations for you if you can't be arsed 15:40:14 <Eddi|zuHause> <andythenorth> but it would be a very neat trick to sometimes drop a river into a 1 level dip <-- i was considering that, but it wouldn't solve any of the connectivity problems that cause tiny stretches of isolated rivers disappearing into a hole 15:41:07 <samu> I'm renaming to serve_neutral_industries, unless you have another name 15:43:49 <andythenorth> Eddi|zuHause: is there any concept of the river path after the tiles are placed? 15:43:58 <andythenorth> for all branches? 15:44:23 <Eddi|zuHause> supermop_Home: "NewFields" should also be able to cover trees/forests and power lines and stuff 15:44:54 <Eddi|zuHause> andythenorth: not really, i clear all that 15:45:27 <andythenorth> do we know when the river basin is 'complete'? or is that conceptually not possible 15:45:29 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHpo 15:45:30 <Eddi|zuHause> andythenorth: i currently store some sort of "flowing direction" in m8 that could be used to follow a river downwards, but upwards is more tricky 15:45:54 <Eddi|zuHause> andythenorth: it's "complete" if each tile was touched once 15:46:01 <andythenorth> my thinking is that dropping some sections by 1 tile is quite easy *after* everything is placed 15:46:11 <andythenorth> just find a slope, and walk back n tiles, terraforming 15:46:31 <Eddi|zuHause> andythenorth: yes, but it gets tricky around curves 15:46:34 <andythenorth> until a junction or other slope, or other limit is reached 15:46:56 <Eddi|zuHause> and impossible at diagonal/zigzag lines 15:48:56 <Eddi|zuHause> https://ibin.co/4WYMCDqmqsLg.png weird i wasn't expecting this to be possible :p 15:49:16 *** snail_UES_ has quit IRC 15:50:39 <Eddi|zuHause> would look better if the river shore was omitted there (i.e. the industry tiles being considered water) 15:51:01 <Eddi|zuHause> not sure if that's a missing feature in the game or in the newgrf 15:52:08 <andythenorth> there is a feature request about those shores 15:52:11 <andythenorth> I closed it 15:52:35 <peter1138> Hmm 15:53:06 <andythenorth> https://github.com/OpenTTD/OpenTTD/issues/1423 15:54:59 <peter1138> 0.5.3 15:55:02 <peter1138> wow 15:57:31 <supermop_Home> Eddi|zuHause: forests yes - high voltage transmission lines seems like too ambitious for the spec? 15:58:27 <Eddi|zuHause> also possible: oil pumps, fishing grounds 15:58:36 <supermop_Home> field would have to be able to be defined to have extreme aspect ratio, and means to prevent the radius from filling with power lines? 15:59:06 <supermop_Home> would behave like newobject with pathfinder 15:59:34 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHHo 16:00:02 <Eddi|zuHause> one of the problems was always: what happens when the parent industry is gone, but the fields have not decayed yet. who provides the graphics? 16:00:39 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHp9 16:02:02 <LordAro> https://i.imgur.com/vg7PAT4.png hmmm. 16:02:12 <LordAro> also, did no one write a forum/news post? 16:03:09 <planetmaker> LordAro, the version info is known and ok 16:03:19 <planetmaker> news posting... I guess it got too late yesterday 16:04:11 <LordAro> it's a little confusing.. 16:04:35 <planetmaker> it's accurate though. 16:05:06 <planetmaker> Earlier (up to now) we had like 1.x.y-beta1 (=r21042). And another build like nightly-r21042 16:05:16 <planetmaker> no point really naming it differently if it *is* the same 16:05:17 <LordAro> mm, true 16:05:47 <planetmaker> and it happens like once a year 16:05:58 <planetmaker> the issue will be resolved tonight in 2 ... 3 hours 16:09:20 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7204: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations. https://git.io/fhH19 16:09:43 <samu> oops 16:09:46 <samu> the commit message 16:09:50 <samu> t.t 16:14:34 <Eddi|zuHause> LordAro: there are two separate (rare enough to not really worry) issues converging there: a) there was no commit after beta1, so the nightly was also called beta1, as the tag-naming overrides the branch-hash-naming in the compile, and 2) there was no nightly since the beta2 release 16:17:13 <Eddi|zuHause> ok, so i was testing a change where i consider non-sealevel basins earlier in the BFS, but that seems to make for shorter/worse rivers. not sure i'm gonna keep that 16:17:48 <Eddi|zuHause> i should maybe prioritise larger basins 16:18:27 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7204: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations. https://git.io/fhH19 16:18:37 <samu> check now 16:20:48 <samu> awaiting review 16:22:26 <Eddi|zuHause> i'm sometimes getting protection fault on exit, and i'm not sure why 16:22:56 *** snail_UES_ has joined #openttd 16:27:04 <peter1138> debugger time 16:30:45 *** Thedarkb1-T60 has joined #openttd 16:31:48 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7213: Feature: BFS-based river generator https://git.io/fhHN6 16:32:02 <andythenorth> snail_UES_: what settings do you have for cargo age period on pax coaches? 16:32:27 <snail_UES_> andythenorth: the settings depend on the coach classes 16:32:36 <snail_UES_> let me have a look at the code... 16:32:49 <samu> the commit checked is stuck 16:32:55 <samu> help it 16:33:02 <Eddi|zuHause> naively, i would probably put half (commuter) and double (luxury) 16:33:05 <snail_UES_> I use 350 for 1st class, 130 for 2nd, 65 for third 16:33:14 <snail_UES_> 600 for luxury 16:33:29 <snail_UES_> and intermediate values for mixed coaches 16:33:31 <Eddi|zuHause> ok, yours seem to be in the same ballpark 16:33:37 <andythenorth> yeah similar to mine 16:33:46 <snail_UES_> but I found it only makes a difference after ~60 tiles 16:33:53 <peter1138> hmm, android builds... 16:34:02 <andythenorth> @calc 185 * 8 16:34:02 <DorpsGek> andythenorth: 1480 16:34:07 <andythenorth> yeah 1480 for luxury 16:34:12 <andythenorth> 56 for non-luxury 16:34:25 <snail_UES_> I guess I’m also going to use a higher value for luxury standard gauge 16:34:31 <andythenorth> the bonus is pretty irrelevant 16:34:31 <snail_UES_> the values above are for NG only 16:34:54 <samu> isn't OpenTTD CI (linux commit-checker) usually fast? 16:34:56 <andythenorth> it makes no real difference above about 128, unless you play a stupid map 16:35:02 <samu> it's already at 13 minutes 16:35:04 <andythenorth> I tested a lot 16:35:19 <andythenorth> 185 or 65534 result in ~same payment 16:35:22 <snail_UES_> I thought it would make a difference over long distances only...? 16:35:27 <andythenorth> very long distances yes 16:35:27 <Eddi|zuHause> andythenorth: 128km/h vehicle across 1024^2 map? 16:35:33 <snail_UES_> oh you meant values. Yes same here 16:35:44 <snail_UES_> the function is like a hyperbula 16:35:56 <LordAro> samu: it should take less than a second, once its set itself up 16:36:01 <snail_UES_> steps of 1 make large differences when the absolute value is low 16:36:03 <LordAro> definitely looks like it's got stuck in someway 16:36:07 <snail_UES_> basically no difference when the value is high 16:36:19 <andythenorth> ok so we came to similar conclusions independently 16:36:21 <LordAro> there it goes, it timed itself out 16:36:23 <andythenorth> probably fine then 16:36:34 *** Thedarkb2-T60 has quit IRC 16:36:36 <samu> ah, nice 16:36:42 <samu> ty~ 16:36:47 <michi_cc> Something like this for the 1.9.0-beta2 forum post? https://paste.openttdcoop.org/pr6hcdgqs 16:37:23 <LordAro> michi_cc: lgtm 16:37:30 <LordAro> something similar for the news post 16:38:01 <michi_cc> I have absolutely no idea how one would make a news post nowadays, so somebody else would have to do that. 16:38:02 <Eddi|zuHause> $someone insisted on doing website posts via PR 16:38:28 <planetmaker> looks good 16:38:38 <LordAro> https://github.com/OpenTTD/website/tree/master/_posts just a case of adding a new file here, afaik 16:38:41 <Eddi|zuHause> as that would alledgedly make it easier for "anybody" to prepare a news post 16:39:00 <michi_cc> LordAro: Feel free to do it :p 16:39:07 <LordAro> bleh :p 16:39:36 <planetmaker> news update via PR? Hmm 16:40:05 <peter1138> :) 16:40:50 <peter1138> aww tablet running out of juice. 16:43:25 <michi_cc> https://www.tt-forums.net/viewtopic.php?f=29&t=84826 16:44:32 <DorpsGek_II> [OpenTTD/website] LordAro opened pull request #57: Add: 1.9.0-beta2 release news post https://git.io/fhHhz 16:44:35 <peter1138> Cool 16:45:03 <LordAro> i think the website needs a "release" for the live site to be updated, as well 16:45:52 <michi_cc> LordAro: So the code review monkey is now also posting news? :) 16:46:08 <planetmaker> I just gave kamnet a heads-up to organize a titlescreen contest for 1.9.0 16:46:21 <LordAro> michi_cc: the monkeys got out of hand 16:47:19 <DorpsGek_II> [OpenTTD/website] planetmaker approved pull request #57: Add: 1.9.0-beta2 release news post https://git.io/fhHhw 16:47:37 <nielsm> so, should probably do something about the network version string for betas? 16:50:20 <samu> no intro game competiition? 16:50:31 <samu> you usually like to do that 16:50:34 <DorpsGek_II> [OpenTTD/website] michicc merged pull request #57: Add: 1.9.0-beta2 release news post https://git.io/fhHhz 16:50:36 <nielsm> read 5 lines above 16:50:58 <samu> oh 16:51:06 <samu> my bad 16:51:49 <supermop_Home> i still think should cram in nrt last minute 16:52:07 <supermop_Home> 64 rail types huh 16:52:23 <planetmaker> and cargo types 16:52:46 <samu> oh, start instant ais didn't make it 16:54:17 <peter1138> nrt would be nice indeed 16:54:25 <supermop_Home> RAIL plus 63 slightly different shades of concrete ALWEG monorail 16:54:40 <samu> 64 rail types, seriously, why? 16:54:44 <peter1138> there's some missing api methods 16:54:59 <peter1138> because 16 wasn't enough 16:55:03 <Eddi|zuHause> and a complete rewrite? :p 16:55:14 <supermop_Home> 'Greyish Tan concrete ALWEG Monorail, 100 km/H' 16:55:21 <peter1138> i'm not rewriting nrt 16:55:41 <supermop_Home> 'Tan-ish Grey concrete ALWEG Monorail, 100 km/H' 16:56:10 <planetmaker> :D 16:56:15 <supermop_Home> 'Tan-ish Gray concrete ALWEG Monorail, 100 km/H' 16:56:26 <planetmaker> brand-new 100km/h railway with concrete 16:56:34 <supermop_Home> grey with an 'a' is slightly more tan 16:56:35 <planetmaker> used 100km/h railway with concrete etc ;) 16:56:57 <peter1138> splitting road and tram featuresnow would be mad 16:57:02 <samu> waiting for 64 canal types now 16:57:10 <peter1138> good idea 16:57:19 <peter1138> 64 river types 16:57:20 <supermop_Home> 'concrete with a few scuff marks' 16:57:34 <supermop_Home> 'concrete with a few more scuff marks' 16:57:39 *** snail_UES_ has quit IRC 16:57:43 <peter1138> so this is what i get? 16:58:08 <peter1138> increase limits because people found it wasn't enough, and then you mock it. 16:58:14 <supermop_Home> haha 16:58:16 <Eddi|zuHause> not even a lousy t-shirt? :p 16:59:04 <peter1138> and yes roadtypes go up to 63 too 16:59:18 <supermop_Home> i actually kind of do want to make a very rich monorail set 16:59:19 <michi_cc> samu: Yes, we reverted that commit just for you; or rather LordAro simply forgot to list it in the changelog. 17:00:00 <planetmaker> I did never consider that list to be comprehensive 17:00:14 <planetmaker> or did you mean the changelog shipped with the release? 17:00:42 <michi_cc> LordAro: So, wait for TB or break the website ourselves? The website readme says 'After tagging, it will move to production.'. Do we dare? 17:01:00 <planetmaker> I will dare and take the blame if needed ;) 17:01:09 <michi_cc> planetmaker: I mean the full changelog on the website. 17:01:21 <planetmaker> ah 17:01:41 <LordAro> samu: the changelog is a very much cut down list of what's in the release 17:01:43 <michi_cc> I guess tagging here means make a GitHub release, as I see several from TB already. 17:02:04 <LordAro> michi_cc: i imagine you can git tag as well 17:02:09 <LordAro> probably easier to do it via GH though 17:02:21 <michi_cc> That would imply making a clone first. 17:02:59 <supermop_Home> peter1138 i can easily think of more than 16 i want in game, but i'm not sure what i'd be tempted to go for to fill out 64 17:03:19 <supermop_Home> would be nice to stack different rail sets 17:03:20 <michi_cc> supermop_Home: You are not supposed to fill 64 :p 17:03:33 <supermop_Home> michi_cc that sounds like a challenge 17:03:36 <peter1138> You don't need to fill it out. 17:03:42 <samu> as an AI tester, I want more orders 17:03:51 <TrueBrain> michi_cc: please wait till the next nightly rolls out 17:03:56 <samu> a larger order pool 17:03:58 <TrueBrain> as you can see on staging, things are a bit broken atm :) 17:04:19 <samu> 15 AIs fill up 64000 orders too quickly, especially if there's buoys involved 17:04:26 <TrueBrain> https://www.staging.openttd.org/ <- this is a once in a 10 year bug; in 2 hours it fixes itself :) 17:04:30 <TrueBrain> (banner info) 17:05:30 <planetmaker> samu, but that means they should learn about shared orders, no? 17:05:44 <samu> yes :( 17:06:18 <peter1138> is the ai api capable of that? 17:06:19 *** Thedarkb1-T60 has quit IRC 17:06:34 <samu> yes 17:06:41 <peter1138> cool 17:07:01 <samu> my ai doesn't do it, because i didn't think about it 17:07:30 <samu> never expected it to be a limitation 17:10:18 <TrueBrain> fun fact: you can add a news post and release it all from the GitHub interface; just as a FYI :) 17:10:32 <planetmaker> where exactly? 17:10:42 <TrueBrain> where exactly what? 17:10:54 <planetmaker> OpenTTD/website --> how do I release the website? 17:11:03 <TrueBrain> with the request above to not do that for the next 2 hours 17:11:08 <TrueBrain> but exactly in the place you expect it :) 17:11:13 <TrueBrain> https://github.com/OpenTTD/website/releases 17:11:19 <planetmaker> yes, I won't, I read that 17:11:20 <nielsm> heh, music sounds funky when you have two processes both trying to play through the same hardware midi synth 17:11:33 <nielsm> changing channel settings behind each other's back 17:11:44 <nielsm> fighting for the right to have correct sound 17:12:21 <nnyby> https://github.com/OpenTTD/website/tree/master/_posts -> Create new file to make a news post? 17:12:26 *** Thedarkb1-T60 has joined #openttd 17:12:32 <planetmaker> oh, *there* is releases... typical problem: not finding something in plain sight 17:13:06 <planetmaker> ok, so I 'draft a new release' there. And then I can probably also publish it 17:13:15 <TrueBrain> yup! 17:13:20 <planetmaker> sweet :) 17:13:25 <TrueBrain> just keep the versions semantic, and you will be fine :) 17:13:37 <planetmaker> 1.1.0-beta2? 17:13:40 <TrueBrain> no :) 17:13:44 <planetmaker> :( 17:13:44 <TrueBrain> 1.1.1 will be the next 17:13:46 <TrueBrain> etc 17:13:49 <TrueBrain> patch for updates 17:13:50 <samu> oh, nice 17:14:01 <samu> instant ais in 1.9.0-beta 2 17:14:10 <planetmaker> 1.1.1-beta2? :) 17:14:17 <TrueBrain> the website is not in beta :) 17:14:53 <planetmaker> true that 17:17:55 <samu> aww framerate doesn't include AI's 17:22:41 <supermop_Home> uh i forget how to fix this but 1.9 b2 is very small 17:23:08 <supermop_Home> whereas 1.8 was large, ie not at the resolution of my screen 17:23:35 <planetmaker> just game options set screen size 17:26:12 <supermop_Home> that just makes the window smaller? 17:26:36 <planetmaker> öh... does it? Not for me. But that might depend on your OS/display driver 17:27:08 *** m3henry has joined #openttd 17:30:33 <LordAro> samu: almost as if that's not been finished yet 17:30:35 <LordAro> and this is a beta 17:30:35 *** Gja has joined #openttd 17:31:25 <nielsm> hmm I should be able to create a tag locally in git, without any risk of it getting pushed, right? 17:31:38 <TrueBrain> nielsm: only if you don't push it :) 17:31:41 <LordAro> tags are not pushed by default as far as i'm aware 17:33:23 <nielsm> ah that looks better https://0x0.st/zzb8.png 17:33:58 <TrueBrain> planetmaker: basically, the version of the website has nothing to do with the version of OpenTTD :) Otherwise newspost give very weird tags :P 17:34:04 <TrueBrain> (sorry, bit slow response :D) 17:34:15 <TrueBrain> nielsm: nice! 17:35:13 <planetmaker> yep, it's different repos. No problem 17:35:18 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh opened pull request #7214: Fix network revision for tagged versions https://git.io/fhHjs 17:35:30 <nielsm> oops, missed Makefile.src.in 17:35:31 <nielsm> :D 17:36:05 <LordAro> nielsm: :) 17:38:18 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7214: Fix network revision for tagged versions https://git.io/fhHjs 17:39:08 <TrueBrain> nielsm: oeh, I can use that flag too for the release stuff :D 17:41:58 <nielsm> I wonder if that ugle sed script used in the makefile couldn't be moved to a variable or a separate file 17:43:39 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0 17:44:43 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0 17:45:10 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7208: Fix: [AzurePipelines] always list the full changelog since last stable https://git.io/fhHj4 17:45:50 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #7199: Change: skip reliability decay if servicing is disabled https://git.io/fhH61 17:46:56 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain merged pull request #7208: Fix: [AzurePipelines] always list the full changelog since last stable https://git.io/fhH9g 17:47:02 * LordAro looks at some PRs 17:47:10 <TrueBrain> hmm .. stats based on runs of < 1 second 17:47:13 <TrueBrain> that can't be correct 17:47:14 <LordAro> andythenorth: michi_cc: what was the result of #7109? 17:47:51 <andythenorth> needs someone to do UI design afaict 17:47:52 <LordAro> frosch123: have you reached #7000 on your list yet? 17:48:18 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhHjR 17:49:00 <TrueBrain> what a nice number, 7000 17:49:08 <TrueBrain> will we have a cake party at 10000? 17:49:25 <LordAro> well we can't have an r30000 party any more 17:49:36 <TrueBrain> exactly; so I am compensating :D 17:50:27 <nielsm> actually, what _would_ the revision number have been on svn by now? 17:51:23 <LordAro> r28500ish, i think 17:51:46 <LordAro> based on the fact that https://github.com/OpenTTD/OpenTTD/commits/master?after=4d5d21be7668ae90d6f3c916ad754b719b2f2af5+500 is "+500" 17:51:48 <TrueBrain> 534 commits more 17:52:02 <TrueBrain> @calc 28004 + 534 17:52:03 <DorpsGek> TrueBrain: 28538 17:53:39 <LordAro> peter1138: feel like reviewing #7003? it looks fine to me, but it's more your area 17:55:20 <LordAro> similarly for #7028, i think 17:57:00 <LordAro> Eddi|zuHause: #7049, want to remove the 4 codechange commits? 17:57:14 <Eddi|zuHause> i can probably do that 17:57:44 <LordAro> #7051 should probably be rebased 17:59:13 *** Andrew350 has joined #openttd 17:59:15 <peter1138> i'll look. on mobile atm. 17:59:36 <LordAro> no worries, just going through page 2 of PRs :) 18:00:21 <peter1138> ah, i remember. the cinfusion of it being inverted zoom level wise 18:00:26 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7049: Fix #6599: Can still click on buy button in vehicle selection window even if no vehicle is selected https://git.io/fhnEu 18:00:35 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7068: Add: smart town name first steps - #7037 https://git.io/fhHja 18:00:36 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro closed pull request #7068: Add: smart town name first steps - #7037 https://git.io/fh8mF 18:00:37 <Eddi|zuHause> i hope that was right 18:00:46 <peter1138> so i fixed that, then wondered if actually the gui zoom levrl is inverted already... 18:02:17 <peter1138> Eddi|zuHause, why does it have sorting changes? 18:02:42 <Eddi|zuHause> how should i know, i just converted the flyspray patches into a pr 18:06:01 <peter1138> Thought you might know a bit as you submitted it :p 18:06:21 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z opened pull request #7215: Codechange-Commits from #6599 https://git.io/fhHjr 18:07:08 <Eddi|zuHause> i didn't bother rebasing to get rid of the first two commits... 18:07:17 <Andrew350> So the changelogs for beta2 are showing 2018 for the year instead of 2019...not sure if I needed to post an issue for that or just let you guys know in case it was missed? 18:07:19 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7068: Add: smart town name first steps - #7037 https://git.io/fhHjK 18:07:19 <Eddi|zuHause> so they are now in both PRs 18:07:43 <Eddi|zuHause> Andrew350: damn this Obiwan guy. 18:07:53 <LordAro> well crap 18:08:04 <LordAro> and no one caught it, lol 18:08:14 <LordAro> Andrew350: i don't think that needs an issue :p 18:08:20 <LordAro> thanks though 18:08:31 <Andrew350> yeah didn't think so :) 18:09:15 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7215: Codechange-Commits from #6599 https://git.io/fhHji 18:09:15 <samu> https://github.com/OpenTTD/OpenTTD/pull/6931 is awaiting triage 21 days ago 18:10:49 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7215: Codechange-Commits from #6599 https://git.io/fhHj1 18:10:49 <peter1138> We don't have any time limits for it. 18:11:18 <LordAro> peter1138: well we do actually 18:11:24 <LordAro> stalebot will close it after a month 18:12:13 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7215: Codechange-Commits from #6599 https://git.io/fhHjD 18:12:16 <Eddi|zuHause> wasn't it 3 months? 18:12:25 <LordAro> that's for issues 18:12:27 <LordAro> i think 18:12:28 <peter1138> itll still bd there thougg 18:12:39 <peter1138> fucking mobile typinh :/ 18:12:53 <Eddi|zuHause> autocarrot? 18:16:06 <peter1138> doesnt work with termibal emulators 18:17:10 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7215: Codechange-Commits from #6599 https://git.io/fhHj7 18:17:47 <glx> https://github.com/glx22/OpenTTD/commit/3646bcb18941693762d08e77a03edfcf78821f20 <-- good idea or not ? 18:18:40 <LordAro> i think... bad 18:19:24 *** snail_UES_ has joined #openttd 18:19:40 <Eddi|zuHause> glx: wouldn't it make more sense to trigger these from the makefile? 18:20:02 *** synchris_ has joined #openttd 18:20:21 *** synchris has quit IRC 18:20:37 <glx> yes that too, but getting the list of dependencies will require some parsing work 18:20:53 <peter1138> glx, i already have the changes that allow the so7rce files to be removed. ill publish that later tonight 18:21:42 <glx> I know you are working on that 18:21:59 <glx> that's why I just tested a simple thing :) 18:22:27 *** gelignite has joined #openttd 18:25:41 <samu> can you reconsider https://github.com/OpenTTD/OpenTTD/pull/6926 18:27:51 <LordAro> samu: not unless you can give a better reason than "you really should reconsider this" 18:28:20 <planetmaker> that makes ship path finding more difficult... so is detrimental to what you used to argue 18:28:40 <planetmaker> however personally I'm in favour to relax the location restrictions for docks 18:30:27 <samu> yes, please 18:30:32 <andythenorth> I see no point making it easier to block ship routes with docks 18:30:44 <andythenorth> but eh 18:31:12 <planetmaker> Blocking is easy anyway. And there's IMHO no sane way to deny griefing by technical means 18:31:15 * andythenorth tests it 18:31:38 <planetmaker> My motivation would be aesthetical reasons 18:32:04 <samu> try testing with original land generator 18:32:13 <samu> it creates narrow tight spaces 18:32:58 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhHjh 18:35:31 <samu> (and combine with #6931 + #7078 + #7073 + #7195) for the best water construction experience 18:35:38 <samu> cough, I didn't say that 18:39:27 <andythenorth> I've tested those dock locations, they don't break routing 18:46:27 <peter1138> kk 18:46:40 <peter1138> moo 18:46:44 <andythenorth> moo 18:46:47 <peter1138> heading home soon :) 18:47:47 <andythenorth> hmm 18:49:45 <Andrew350> Hmm, so that new ship behavior of turning around 'smoothly' looks very....wrong with a double-ended ferry 18:49:56 <andythenorth> ha ha 18:50:03 <andythenorth> also on aqueducts 18:50:04 <Eddi|zuHause> new vehicle flag: can run backwards 18:51:05 <peter1138> :/ 18:51:23 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #6926: Change: Allow dock to be constructed in more locations https://git.io/fhQeW 18:52:51 <planetmaker> lol @ andy 18:54:17 <Andrew350> everything in that picture looks wrong.... 18:55:38 <TrueBrain> lol @ andythenorth :D Hahahahaha :D 19:04:13 <andythenorth> it happens in canals too 19:04:20 <andythenorth> it's known behaviour 19:04:59 <planetmaker> yep 19:05:05 <planetmaker> so... I don't exactly mind it 19:08:27 <planetmaker> hm, with the ships now using docks properly we should change dock graphics and assign graphical triggers there 19:09:42 <Andrew350> ooh, animated loading docks? :D 19:10:48 <andythenorth> newgrf docks 19:10:56 <planetmaker> sorry. I meant locks 19:11:10 <planetmaker> but yes... newgrf docks <3 19:12:35 <Andrew350> other stations have triggers right? so why not docks? give ships some love :P 19:13:05 *** Thedarkb2-T60 has joined #openttd 19:13:59 <planetmaker> only train stations and to a much lesser degree airports 19:14:12 <planetmaker> bus, truck and docks don't. They're not newgrf-able 19:15:08 <andythenorth> 2.0 :P 19:16:42 <planetmaker> yeah 19:17:08 <planetmaker> https://devs.openttd.org/~planetmaker/patches/ship_lost.png <-- I wonder though. Every time the ship leaves Kiel and goes to Dresden, it is briefly lost. Why? 19:17:29 *** Thedarkb1-T60 has quit IRC 19:17:54 <andythenorth> 90 degrees? 19:17:58 <planetmaker> It's a straight line and I don't expect it to get lost in the not too big river network there. 19:18:08 <planetmaker> hm... let's see. Dunno :) 19:18:50 <planetmaker> indeed. Forbidden 19:19:15 <planetmaker> fair enough. thx 19:19:44 <TrueBrain> planetmaker: https://www.staging.openttd.org/ if that looks good to you, tag a new release :) 19:20:15 <planetmaker> just the landing page... looks ok to me 19:21:19 <planetmaker> any description necessary? 19:21:30 <TrueBrain> nope 19:21:36 <TrueBrain> empty is better in my opinion :) 19:21:43 <TrueBrain> wtf is that for a tag? 19:21:48 <TrueBrain> owh 19:21:48 <TrueBrain> lol 19:21:50 <TrueBrain> wtf GitHub 19:21:52 <TrueBrain> you are WEIRD 19:22:00 <TrueBrain> sorry, GitHub scared the crap out of me 19:22:18 <planetmaker> I gave it a title :P 19:22:31 <planetmaker> but not a description 19:23:15 <planetmaker> Interesting how that shows :) 19:23:20 <planetmaker> I didn't expect that 19:24:35 <TrueBrain> that is what scared me :P 19:24:43 <planetmaker> :) 19:24:52 <TrueBrain> was wondering why spaces were allowed in tags 19:24:54 <planetmaker> *here, grab a beer* 19:25:20 <TrueBrain> :D 19:27:21 <TrueBrain> hmm, build failed 19:27:23 <TrueBrain> for some reason 19:27:32 <TrueBrain> None error 19:27:33 <TrueBrain> yippie 19:28:58 <TrueBrain> retry, and it does work 19:29:03 <TrueBrain> network connectivity .... 19:30:23 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker commented on pull request #7068: Add: smart town name first steps - #7037 https://git.io/fhQeb 19:31:13 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker reopened pull request #6926: Change: Allow dock to be constructed in more locations https://git.io/fhnCx 19:31:14 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker commented on pull request #6926: Change: Allow dock to be constructed in more locations https://git.io/fhQeA 19:31:23 <andythenorth> smart industry names next? o_O 19:33:03 *** octernion has joined #openttd 19:38:37 *** Gja has quit IRC 19:41:05 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7214: Fix network revision for tagged versions https://git.io/fhQvJ 19:41:50 <Eddi|zuHause> <planetmaker> https://devs.openttd.org/~planetmaker/patches/ship_lost.png <-- I wonder though. Every time the ship leaves Kiel and goes to Dresden, it is briefly lost. Why? <-- IIRC ships can't reverse on leaving a dock, like trains do. so they need some space to turn around 19:41:57 <Eddi|zuHause> which is probably stupid 19:42:06 <Eddi|zuHause> on at least 3 separate levels 19:46:39 <planetmaker> yeah :) 19:47:04 <planetmaker> any ship can basically turn in a circular area slightly longer than its length 19:47:24 <planetmaker> at least any motorized vessel 19:49:25 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker approved pull request #6926: Change: Allow dock to be constructed in more locations https://git.io/fhQvL 19:58:26 *** snail_UES_ has quit IRC 19:59:10 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7214: Fix network revision for tagged versions https://git.io/fhHjs 20:18:02 <FLHerne> planetmaker: > I don't think that it's a new issue really triggered by this patch. 20:18:45 <FLHerne> AAUI it is in that specific case - previously there was no possible reason for a ship to turn on an aqueduct 20:18:58 *** synchris_ has quit IRC 20:18:59 <FLHerne> (without manually changing/skipping orders) 20:19:36 <FLHerne> But overhanging the side of an aqueduct doesn't look any more stupid than over the sides of a normal canal, so meh 20:19:46 <planetmaker> aqueduct, river, canal. They're all same width. Yeah 20:20:23 <planetmaker> that's what I meant with 'no new issue'. It's basically the same: ships can turn on any width of water, no matter their length 20:20:50 <FLHerne> Also, I think the 'one corner raised' case is just wrong 20:20:56 <planetmaker> But the reason for that is the graphics hacks around ships... they're larger than they 'should' be 20:20:59 <FLHerne> Ships just don't fit on those 20:21:15 <planetmaker> I tested it. It looks ok. And you get that case easily in current OpenTTD 20:21:36 <planetmaker> The ship just docks oblique 20:21:52 <FLHerne> Even a very small ship will be stuck on the shore, no? 20:22:13 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #6811: Feature: Add NotRoadTypes (NRT) https://git.io/fhQvz 20:22:21 <FLHerne> (assuming it's centred on the tile, which is true for very nearly all) 20:22:52 <FLHerne> Ah, no, I see 20:24:21 <TrueBrain> peter1138 (or anyone else with queue access on Azure Pipelines): at https://dev.azure.com/openttd/OpenTTD/_build?definitionId=7 you can queue 'refs/pull/6811/head' to build NRT; publishing and updating that URL is fully automated 20:24:57 <TrueBrain> (the 'OpenTTD release - nightly', job) 20:25:50 <planetmaker> that's the branch we want to queue? 20:26:51 <planetmaker> and I assume that would work in principle for every other PR as well 20:33:54 <planetmaker> TrueBrain, you have docker build the images from the CompileFarm repo, right? 20:34:46 <planetmaker> I'm just trying to follow that through by trying to reproduce that with a clone of the repo on my account at docker... 20:36:39 *** andythenorth has quit IRC 20:43:15 *** andythenorth has joined #openttd 20:44:29 <TrueBrain> "every other PR": yes, but there is no retention on it yet, so we should not go overboard just yet 20:45:06 <TrueBrain> I dont get your question about CompileFarm, sorry :( 20:46:45 * peter1138 returns. 20:47:59 <TrueBrain> planetmaker: you don't need a docker account to build the images 20:48:07 <TrueBrain> you can just build them (just publishing requires an account) 20:48:27 <TrueBrain> but you are not really asking a question, so it is hard to give any advise or response :) If you have anything specific or something, lemme know :) 20:52:21 * peter1138 returns. 20:52:26 <TrueBrain> so you said :P 20:52:26 <peter1138> Erm... 20:52:39 <peter1138> Current master doesn't compile for me. 20:52:45 <TrueBrain> bbbooooeeeeee 20:52:47 <TrueBrain> who broke it?! 20:52:55 <peter1138> Yeah, up arrow in wrong window :-) 20:53:04 <planetmaker> :) I wonder actually where the built images are... but it turns out that - despite it saying that it built upon adding it there - it seems to need a manual trigger for the first build (or possibly a tag) 20:53:14 <peter1138> 148e5b41d 20:53:58 <TrueBrain> planetmaker: CompileFarm is not build by the docker hub autobuilder, if that is what you mean (you are very cryptic, so I am trying to glue things together; I might completely miss what you are saying :D) 20:54:42 <planetmaker> well. My goal is to create images the/a CF can make use of. But these images are build by dockerhub, aren't they? 20:54:49 <TrueBrain> no 20:54:52 <planetmaker> hm 20:54:54 <TrueBrain> DockerHub builder sucks balls 20:54:57 <TrueBrain> like ... real big 20:55:06 <planetmaker> ok, how are they created? 20:55:11 <planetmaker> just on your machine? 20:55:11 <TrueBrain> what I normally do, is build them locally, and make sure they work 20:55:14 <TrueBrain> that is the important part 20:55:18 <planetmaker> with the definitions as found in the repo? 20:55:21 <planetmaker> ok 20:55:30 <TrueBrain> https://github.com/OpenTTD/CompileFarm <- there are 2 badges there; that should give hints :D 20:55:46 <TrueBrain> https://github.com/OpenTTD/CompileFarm/blob/master/azure-pipelines-linux.yml <- there the magic happens 20:55:59 <TrueBrain> https://github.com/OpenTTD/CompileFarm#automated-building <- there it is also stated :) 20:56:15 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7216: Fix 148e5b41d6: Uninitialized variable usage. https://git.io/fhQvN 20:56:18 <TrueBrain> people never read my READMEs :( :P 20:57:00 <Xaroth> :( 20:57:08 <planetmaker> meh. gotcha 20:57:45 <planetmaker> but where *are* the actual images? 20:57:57 <planetmaker> they're not re-created every time, are they? 20:58:25 <TrueBrain> Azure Pipelines pushes them to Docker Hub: https://hub.docker.com/r/openttd/compile-farm 20:58:28 <LordAro> peter1138: doesn't compile? works for me 20:58:34 <LordAro> couple new warnings 20:58:34 <TrueBrain> Docker Hub acts as a cache here 20:58:43 <peter1138> LordAro, I build with -Werror 20:58:44 <TrueBrain> as soon as Azure Pipelines has a cache, they most likely disapear there 20:58:44 <m3henry> vector 20:58:49 <LordAro> peter1138: ah well then :p 20:59:00 <peter1138> LordAro, but this warning is valid. 20:59:08 <planetmaker> I see 20:59:10 <LordAro> mm, looks it 20:59:33 <planetmaker> so... I have to get my hands dirty with azure, too to actually get somewhere :P 20:59:40 <TrueBrain> planetmaker: but to test the Dockers, I build them locally, and run them locally, till I am happy with them 20:59:46 <TrueBrain> depends what you want 20:59:49 <TrueBrain> if you want everything at once, yes 20:59:54 <TrueBrain> but .. that rarely is a good approach :D 21:00:06 <peter1138> Plus we shouldn't be introducing warnings :-) 21:00:10 <TrueBrain> the CompileFarm repository had the Dockerfiles months before it had the AzurePipelines :) 21:00:47 <TrueBrain> you can even push them manually to DockerHub if you like (which I did for months too) 21:00:57 <TrueBrain> but it all depends on what you want etc 21:01:08 <TrueBrain> you are not really telling me that, so I am just guessing a lot of things here :D 21:01:14 <planetmaker> first step: have OpenTTD build from a copy of one of the existing images. Just that I see that I can make something compile 21:01:33 <planetmaker> next step: start modifying that image. And pulling source from another place (like a NewGRF) 21:01:47 <planetmaker> roughly :) 21:02:55 <TrueBrain> do you want to build OpenTTD, or something else? 21:02:59 <TrueBrain> (in the end?) 21:03:09 <TrueBrain> as the way OpenTTD is build, is pretty unique 21:03:15 <TrueBrain> not sure that is the best template we have around :D 21:03:29 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 approved pull request #7216: Fix 148e5b41d6: Uninitialized variable usage. https://git.io/fhQfv 21:03:33 <planetmaker> in the end I want to build OpenGFX and NewGRFs 21:03:51 <LordAro> planetmaker: while you're at it, modify the CF to build with -Werror :p 21:04:00 <TrueBrain> LordAro: it breaks releases 21:04:03 <TrueBrain> so fix that first plz :) 21:04:21 <TrueBrain> LordAro: and please, dont fix that in the CF; fix that in the configure stuff 21:04:22 <TrueBrain> ffs :P 21:04:35 <TrueBrain> dont let the CI tell people when they are being silly; tell them when they build locally already 21:04:52 <peter1138> I think the OS X build will fail. 21:04:59 <TrueBrain> planetmaker: so you need a tool to do that, and run that on source. Possibly it is easier to follow one of the Docker tutorials instead 21:05:12 <LordAro> TrueBrain: in a perfect world yes, but in practical terms the MinGW builds have unfixable warnings 21:05:20 <LordAro> and yeah, so do OSX 21:05:26 <TrueBrain> planetmaker: https://github.com/OpenTTD/CompileFarm/blob/master/ci-linux-amd64-gcc-6/Dockerfile <- that is the easiest Dockerfile in CompileFarm. Possibly that is a good starting build 21:05:31 <glx> and MSVC sometimes 21:05:34 <TrueBrain> put that in a folder, run: docker build -t test . 21:05:45 <TrueBrain> after that: docker run --rm test (with some parameters as in README) 21:05:51 <TrueBrain> if you really want to use CompileFarm as template 21:06:04 <TrueBrain> LordAro: so make that part of the choice to enable Werror 21:06:11 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7216: Fix 148e5b41d6: Uninitialized variable usage. https://git.io/fhQvN 21:06:29 <planetmaker> well... I *thought* OpenTTD might be a good template for OpenTTD-related stuff :) 21:06:36 <TrueBrain> but it is always better if the developer already sees the error BEFORE he pushes LordAro :) 21:06:41 <TrueBrain> planetmaker: nope :) 21:06:58 <TrueBrain> especially as what you want is not related to how OpenTTD is build, I guess :) 21:07:10 <glx> some warnings are compiler dependant 21:07:15 <LordAro> TrueBrain: i'm not sure introducing different build behaviour per platform is any better 21:07:36 <LordAro> it's already the case that a linux developer is only going to see an MSVC error after they push 21:07:40 <TrueBrain> anyway, do we still support mingw? :P 21:07:43 <glx> even if there's no warning locally you can get them in the CI 21:07:43 <TrueBrain> it is not part of the CI 21:07:59 <TrueBrain> LordAro: yes, but it MINIMIZES the issues for sure :) 21:08:14 <TrueBrain> but for all I care, make it a configure flag 21:08:43 <TrueBrain> but lets not make the CI inject some flags in strange ways to add this (which would also be heavily platform depending btw ... so that argument is a bit weird ;)) 21:10:29 <TrueBrain> but okay, possibly a better way to phrase it: being able to compile OpenTTD where it errors out on warning is a very good idea 21:10:37 <TrueBrain> having the CI do that on targets that are already clean, also a good idea 21:10:47 <TrueBrain> allowing a local developer to also do that, the bare minimum :D 21:10:54 *** sla_ro|master has quit IRC 21:11:46 <TrueBrain> would also be nice if MSVC errors on warnings, for example 21:12:20 <glx> harder as you need to change the project files 21:13:13 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7217: Fix #6599: Disable build and rename button in build vehicle window when no vehicle is selected. https://git.io/fhQfL 21:17:41 *** gelignite has quit IRC 21:18:21 *** Thedarkb1-T60 has joined #openttd 21:21:57 <andythenorth> oof 21:22:23 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed pull request #7215: Codechange-Commits from #6599 https://git.io/fhHjr 21:22:24 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7215: Codechange-Commits from #6599 https://git.io/fhQfm 21:23:27 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0 21:23:45 <andythenorth> Horse metro trains are stupidly profitable, they carry 400 pax in 1 tile length 21:23:50 * andythenorth tries to nerf them 21:24:14 *** Thedarkb2-T60 has quit IRC 21:25:08 <andythenorth> cargo age period = 1 kinda does it 21:26:39 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0 21:27:24 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhQf3 21:27:39 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhQfs 21:30:34 *** Lejving has quit IRC 21:31:02 *** Pikka has joined #openttd 21:31:41 *** snail_UES_ has joined #openttd 21:34:26 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHHo 21:34:50 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0 21:39:35 <m3henry> Loving the group colour schemes 21:40:29 *** Lejving has joined #openttd 21:42:02 <andythenorth> next up: paint your own livery 21:42:14 <andythenorth> draw pixels on the – view, we transform it for the other views :P 21:42:33 <peter1138> Oh hello 21:42:42 *** Progman has quit IRC 21:44:46 <m3henry> When I saw the "persistent storage for trains" issue, I initially thought it meant being able to store wagons at a station/depot 21:48:51 *** Lejving_ has joined #openttd 21:54:37 <samu> do I need to do anything about 6926, or is it fine? 21:56:22 <samu> in-place comments? other structure, like how? 21:56:29 *** Lejving has quit IRC 21:57:20 <samu> maybe what's confusing is the } else if (!IsBuoyTile(tile_cur)) return_cmd_error(STR_ERROR_SITE_UNSUITABLE); 21:57:24 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0 21:57:33 *** frosch123 has quit IRC 22:14:04 *** snail_UES_ has quit IRC 22:26:13 <andythenorth> is bed eh 22:26:13 *** andythenorth has left #openttd 22:34:17 <peter1138> Hmm, if we only count PRs, we're at 397. Long way til 10,000. 22:36:59 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7218: Codechange: In CmdCompanyCtrl, move client_id assignment to where it is used, and document bit usage better. https://git.io/fhQJB 22:37:05 <peter1138> 398. 22:41:42 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhQJg 22:47:30 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhQJ6 22:48:17 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7218: Codechange: In CmdCompanyCtrl, move client_id assignment to where it is used, and document bit usage better. https://git.io/fhQJM 22:48:26 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7218: Codechange: In CmdCompanyCtrl, move client_id assignment to where it is used, and document bit usage better. https://git.io/fhQJB 22:49:53 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhQJH 22:53:13 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhQJd 22:59:46 *** Wolf01 has quit IRC 23:02:31 *** snail_UES_ has joined #openttd 23:05:12 <peter1138> LordAro, something like https://github.com/OpenTTD/OpenTTD/compare/master...PeterN:stdvector 23:05:16 <peter1138> But... I dunno. 23:07:02 <LordAro> peter1138: yeah, these discussions have already been had :) 23:07:07 <LordAro> it's a tossup, really 23:07:07 <peter1138> Hmm 23:07:30 <peter1138> I just see a maze of complex changes in smallvector :/ 23:07:31 <LordAro> but that is what i said originally, and i don't want to make m3henry rewrite his PR for a 3rd time :) 23:07:50 <LordAro> it's just the one commit though, and it's not that big 23:09:43 <m3henry> Replacing instances did seem like the logical first choice, but this method in retrospect makes more sense 23:10:49 <peter1138> Hmm. 23:10:53 <peter1138> Yeah. 23:10:59 <peter1138> I looked at the "files changed" 23:11:07 <peter1138> This PR really benefits from looking at the individual commits. 23:12:49 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhQUv 23:14:57 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhQUU 23:15:15 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhQUT 23:15:32 *** m3henry has quit IRC 23:16:04 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhQUk 23:17:51 <peter1138> Ok, editted those comments away :-) 23:20:38 *** HerzogDeXtEr has quit IRC 23:22:48 *** Flygon has joined #openttd 23:22:50 *** nielsm has quit IRC 23:23:13 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhQUm 23:29:06 <peter1138> Whew. 23:29:12 <peter1138> I thought I'd blown up NRT then. 23:29:21 <LordAro> reflog to the rescue? 23:29:39 <peter1138> All the AIs were crashing. Turned out I hadn't compiled it, so the AI compat stuff was there but invalid for the version running :p 23:48:55 *** drac_boy has joined #openttd 23:48:58 <drac_boy> hi there 23:55:14 <drac_boy> just had to ask if anyone recall the name of a tt-forums similar forum but for deutsche speakers? not sure why I can't seem to find it again :-s 23:57:08 <peter1138> tt-ms.de