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Log for #openttd on 25th February 2019:
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00:00:55  <Samu> do be do
00:01:40  *** Flygon has joined #openttd
00:02:43  <peter1138> Yellow plastic shoobedoobe?
00:02:45  *** Futurefail[m] has joined #openttd
00:02:49  <Samu> testing voronoi again
00:03:23  <Samu> will assert at 780 towns
00:04:58  <Samu> gonna move ClearTownVoronoiHold(); to below CommandCost rc = DoCommand(t->xy, t->index, 0, DC_EXEC, CMD_DELETE_TOWN);
00:07:25  <Samu> nop, still asserts
00:07:28  <Samu> at 780
00:08:35  <Samu> the town must exist
00:08:46  <Samu> even if it's a 0 population town
00:08:58  <Samu> so hmm..
00:09:30  <Samu> or ... try_clear = IsTileOwner(tile, OWNER_TOWN) && ClosestTownFromTile(tile, UINT_MAX) == t;
00:09:37  <Samu> this closesttownfromtile call
00:09:50  <Samu> must call using the old method
00:12:32  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7235: Change: Non-rectangular sparse station catchment area https://git.io/fh5s1
00:14:37  <LordAro> oh hey, beta3 happened
00:14:40  <LordAro> gj people
00:14:51  * LordAro has been busy writing mediawiki plugins
00:14:58  <LordAro> shockingly, they now seem to work
00:17:47  <Samu> oopsie
00:17:51  <Samu> i broke voronoi lol
00:18:02  <Samu> ah no, nevermind
00:18:16  <Samu> was looking at the wrong window
00:19:04  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7235: Change: Non-rectangular sparse station catchment area https://git.io/fhbae
00:19:32  <peter1138> That could've been an interesting desync to find :/
00:20:02  <peter1138> May not have done, mind.
00:20:12  <Samu> better test release build or I'm not finished today
00:21:11  <peter1138> Oh.
00:21:59  <Samu> waiting 50 minutes
00:22:02  <Samu> again
00:22:06  <Samu> this time, for voronoi
00:22:27  <peter1138> Must remember to actually compile before committing.
00:22:35  <peter1138> It's not quite as bad as the SVN days :D
00:22:55  <LordAro> peter1138: didn't you add `make regression` to your precommit hooks?
00:24:23  <glx> Samu: please test https://devs.openttd.org/~glx/openttd-1.9.0-beta3-win64.exe
00:24:36  <Samu> the installer?
00:24:36  <Samu> ok
00:24:55  <glx> no need to click on install on the last page
00:25:53  <Samu> still looks blurry
00:25:59  <Samu> ah wait
00:26:01  <Samu> uninstall
00:26:04  <Samu> this is the old one then?
00:26:51  <Samu> redownloading, gotta try again
00:26:56  <glx> it's the same installer version, but not the right exe
00:27:43  <glx> so don't click on "install" ;)
00:28:55  <Samu> no more blurr
00:29:04  <Samu> i dont install?
00:29:06  <Samu> why not?
00:29:24  <glx> because it's a build I made, not the same as the compile farm
00:29:25  <peter1138> Because it's just a test of the installer.
00:29:47  <Samu> ok, but i uninstalled the real one :(
00:29:53  <glx> and I can't test dpi locally
00:29:53  <peter1138> Reinstall it then.
00:30:17  <Samu> no more blurr, everything's looking neat now, albeit smaller
00:30:23  <Samu> which is normal
00:30:44  <glx> well reinstall the real one, not mine
00:30:56  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7235: Change: Non-rectangular sparse station catchment area https://git.io/fh5s1
00:31:08  <peter1138> LordAro, I took it out cos it was slow ;(
00:31:16  <peter1138> LordAro, I should at least have it on pre-push hook.
00:31:42  <LordAro> heh
00:33:37  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7277: Fix: [windows] make the installer DPI aware https://git.io/fhbaq
00:34:20  <peter1138> Oh look, Azure blew up again :/
00:35:44  <glx> I can't help
00:36:03  <peter1138> Nobody can ;(
00:36:09  <peter1138> It's just Azure.
00:36:12  <LordAro> glx: windows -> Windows :>
00:36:35  <Samu> looks like voronoi won't assert, 9000 towns without asserting yet
00:36:36  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7277: Fix: [windows] make the installer DPI aware https://git.io/fhbam
00:36:55  <peter1138> Better wait for that one to build as well :-)
00:36:57  <Samu> 3500 more towns to go :(
00:37:49  <peter1138> +421-137
00:37:52  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 dismissed a review for pull request #7277: Fix: [windows] make the installer DPI aware https://git.io/fhbam
00:37:53  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7277: Fix: [windows] make the installer DPI aware https://git.io/fhbaq
00:38:00  <peter1138> That's... quite mad :/
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00:38:31  <glx> fixed the commit message
00:38:43  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7277: Fix: [windows] make the installer DPI aware https://git.io/fhbaO
00:38:44  <peter1138> glx, if you do a "squash and merge" you can edit the commit message (and it includes in the PR# in it)
00:39:33  <glx> ah right, I always forget this option
00:46:01  <Samu> this is so slow ...
00:46:21  <Samu> 2200 towns to go
00:47:03  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7277: Fix: [windows] make the installer DPI aware https://git.io/fhbaq
00:53:44  <Samu> 10-15 more minutes
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01:06:40  <Samu> finally
01:07:52  <Samu> https://imgur.com/a/Sz2sfQV
01:07:55  <Samu> last pic
01:08:39  <Samu> removing assert, to see the new real time
01:08:41  <Samu> it takes
01:13:31  <Samu> 89.550 ms
01:13:51  <peter1138> 89 seconds.
01:14:07  <peter1138> Compared to... 40 minutes?
01:14:17  <peter1138> "lol"
01:14:22  <Samu> yeh
01:14:46  <Samu> 46-50, depending on cpu usage
01:14:50  <Samu> turbo or whatever
01:15:19  <Samu> let me try kdtree without asserts
01:17:35  <Samu> the assert is gone already?
01:17:36  <Samu> wow
01:18:02  <Samu> nielsm works fast
01:18:29  <peter1138> nielsm's is the preferred solution at this point.
01:18:58  <peter1138> The voronoi one adds a huge chunk of data to the map array.
01:22:36  <Samu> 95.038 ms
01:22:46  <Samu> 6 more seconds... voronoi wins
01:23:58  <peter1138> 4096^2 map?
01:24:01  <Samu> yes
01:24:07  <peter1138> Check the memory usage :-)
01:24:16  <Samu> oh
01:24:29  <Samu> have to repeat...
01:24:33  <peter1138> Hm, voronoi will add 32MB for that. Not massive, but still.
01:24:40  <glx> 6s diff is nothing on this scale
01:25:08  <peter1138> Yeah, both are way faster than without.
01:26:57  <Samu> repeating
01:27:55  <peter1138> Ok, double click in ottd is a fail, cos the single click even already fired :S
01:28:16  <peter1138> Can't do ctrl-click, cos that is already taken.
01:28:22  <peter1138> It's new button time I think :/
01:28:55  <Samu> 874,8 MB for voronoi
01:29:15  <Samu> 841,0 MB for kdtree
01:29:34  <peter1138> Yeah that's about right, but again, doesn't matter much for that size.
01:29:53  <peter1138> Pretty close to 32MB :-)
01:30:14  <Samu> @calc 874,8 - 841,0
01:30:14  <DorpsGek> Samu: Error: Something in there wasn't a valid number.
01:30:22  <Samu> @calc 874.8 - 841.0
01:30:22  <DorpsGek> Samu: 33.8
01:36:35  <Samu> 2.742.641 ms for the master, a few hours ago
01:36:58  <Samu> @calc 2742641 / 60
01:36:58  <DorpsGek> Samu: 45710.6833333
01:37:07  <Samu> @calc 2742641 / 60000
01:37:07  <DorpsGek> Samu: 45.7106833333
01:37:12  <Samu> 45 minutes
01:37:13  <Samu> kek
01:37:14  <peter1138> o_O
01:37:21  <glx> so huge improvement
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01:50:08  <Samu> and all this because I was testing my branch
01:50:39  <Samu> prevent-town-growth-from-blocking-ship
01:50:39  <Samu> s
01:51:15  <Samu> i was generating big fat towns with tight water passages
01:51:28  <Samu> to investigate for possible problems
01:53:08  <Samu> actually, the assert test is really useful, gonna try it for this
01:54:44  <peter1138> That test is only useful in the case of changing how calcclosesttown works.
01:54:53  <peter1138> Otherwise it's irrelevant and a waste of your time.
01:55:14  <Samu> i changed GrowingBlocksblalbal
01:55:36  <Samu> let me assert whether it does the same as before
01:55:40  <peter1138> That doesn't change how calcclosesttown works.
01:55:56  <Samu> meh i dont get u
01:57:36  <peter1138> Evidently not.
02:07:18  <Samu> eww asserted rather quickly
02:07:25  <Samu> maybe 90 deg is enabled...
02:08:37  <Samu> that was it
02:09:57  <Samu> do u like the new code? https://github.com/OpenTTD/OpenTTD/pull/6931/commits/df4f01ef071d7ec4198ed2e21dbaa00e63d91fe8
02:10:06  <Samu> inb4 no
02:10:41  <Samu> does the same as the old one, provided forbid 90 degrees is disabled
02:10:45  <Samu> just asserted
02:10:54  <Samu> i mean just assert tested
02:10:56  <Samu> and passed
02:11:53  <Samu> gonna test yours with an assert
02:12:07  <Samu> since there's no ship depots during world generation, it should not fail, right?
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02:17:31  <Samu> 	bool old = OldGrowingBlocksWaterConnection(tile);
02:17:31  <Samu> 	bool petern = PeterNGrowingBlocksWaterConnection(tile);
02:17:32  <Samu> 	assert(old == petern);
02:17:35  <Samu> keks
02:20:27  <Samu> yay cg, it passed
02:40:19  <Samu> peter1138, https://paste.openttdcoop.org/pktd4qic5 yours done in another manner
02:42:28  <Samu> corner is only used once
02:42:32  <Samu> can be even less
02:42:46  <Samu> TileIndex tile_o = AddTileIndexDiffCWrap(tile, TileIndexDiffCByDir(corner_to_direction[OppositeCorner(GetHighestSlopeCorner(slope))]));
02:45:05  <Samu> you dont need to test if tile_a or tile_b are valid if you only test tile_o
02:45:12  <Samu> let me try make it even simpler
02:50:11  <Samu> https://paste.openttdcoop.org/pmf3ej2io :)
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02:52:38  <Samu> passed the assert tests! :)
02:57:33  <Samu> well I'm off to bed
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05:58:32  <DorpsGek_II> [OpenTTD/website] gyf9835 opened issue #61: Does the website have a multilingual plan? https://git.io/fhbw1
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07:17:38  <peter1138> Is it.
07:20:23  <peter1138> Oh! It is.
07:23:27  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #7274: Very long stalls during town generation https://git.io/fhbrE
07:23:31  <andythenorth> it is
07:23:43  <andythenorth> Monday Monday
07:47:43  <LordAro> oh no, not again
07:50:41  <andythenorth> beta 3 done then?
07:51:11  <andythenorth> anyone a forum mod?  https://www.tt-forums.net/viewtopic.php?f=29&t=84826  needs title updated
07:51:53  <andythenorth> or we do a new post, but I prefer betas all in one post
07:53:27  <LordAro> i think a new post
07:53:35  <LordAro> historically speaking, certainly
07:54:26  <LordAro> alao a news post
07:54:31  <LordAro> also*
07:54:51  * andythenorth looks what changed
07:55:35  <andythenorth> github web UI is piss poor for looking at commits
07:56:04  <andythenorth> I have a work repo viewer configured to show 200 commits in a page :P
07:57:22  <LordAro> andythenorth: luckily there's a collated list of changes in a text file
07:57:41  <andythenorth> how handy
07:59:13  <andythenorth> shall I do forums?
08:01:50  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7250: K-d tree data structure for spatial lookups https://git.io/fhboJ
08:02:43  <peter1138> Edit the title and bump the post.
08:03:12  <peter1138> Or do a new post. I don't care.
08:03:26  <peter1138> The beta2 post will get buried soon enough.
08:04:31  <andythenorth> https://www.tt-forums.net/viewtopic.php?p=1218857#p1218857
08:05:38  <LordAro> andythenorth: maybe a link to GH issues?
08:05:58  <LordAro> not that we want to encourage that sort of behaviour :p
08:06:29  <andythenorth> how do we do news posts?
08:06:36  <andythenorth> I'm editing one on the website repo right now :P
08:06:54  <andythenorth> we don't have a suitable branch thouhg
08:08:24  <andythenorth> ah fuck it, I'll do a PR from my repo
08:08:35  <andythenorth> does everyone have to have a fork just to do posts? :P
08:10:30  <peter1138> Probably :/
08:11:10  <DorpsGek_II> [OpenTTD/website] andythenorth opened pull request #62: Create 2019-02-25-1.9.0-beta3.md https://git.io/fhbok
08:11:13  <andythenorth> oops
08:11:17  <andythenorth> commit style will fail :P
08:11:32  <LordAro> ono
08:11:50  <LordAro> wait, does the website have those checks?
08:11:51  <andythenorth> I don't usually use github editing UI, I get confused between commit and PR title
08:12:11  <peter1138> I've locked the beta2 thread.
08:12:19  <andythenorth> dunno, azure is probably stuck
08:12:22  <andythenorth> waiting for login
08:12:26  <andythenorth> oh no, it's running
08:12:52  <peter1138> Branch 62
08:14:05  <andythenorth> someone approve it :P https://github.com/OpenTTD/website/pull/62
08:14:09  <andythenorth> then we all move on with our lives
08:14:43  <andythenorth> https://github.com/OpenTTD/website/pull/62
08:14:56  <LordAro> andythenorth: i might suggest that "beta 2" should be "beta2"
08:15:28  <peter1138> Yes, we refered to beta1 and beta2 in the previous post.
08:15:48  <LordAro> also "font size" -> "font scaling", given changing font sise is a different setting
08:15:57  <LordAro> might be more of a changelog thing
08:19:49  <DorpsGek_II> [OpenTTD/website] andythenorth updated pull request #62: Create 2019-02-25-1.9.0-beta3.md https://git.io/fhbok
08:20:01  <DorpsGek_II> [OpenTTD/website] planetmaker approved pull request #62: Create 2019-02-25-1.9.0-beta3.md https://git.io/fhboc
08:28:52  <DorpsGek_II> [OpenTTD/website] planetmaker merged pull request #62: Create 2019-02-25-1.9.0-beta3.md https://git.io/fhbok
08:33:04  <planetmaker> so... I even tagged that in the website repo... when does the website update? :)
08:34:18  <LordAro> "soon"
08:57:01  <LordAro> https://herbsutter.com/2019/02/23/trip-report-winter-iso-c-standards-meeting-kona/ mm, modules & coroutines in c++20
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09:04:19  <planetmaker> yay, website updated :)
09:04:43  <planetmaker> LordAro, so your next project is "introduce c++20 into OpenTTD code base"? ;)
09:04:48  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7250: K-d tree data structure for spatial lookups https://git.io/fhbox
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09:26:48  <peter1138> Oh balls, I broke font-scaling on bitmap fonts now :(
09:27:16  <peter1138> -                               GfxClearSpriteCache();
09:27:22  <peter1138> ^ needs to go back in. Oops.
09:40:23  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7062: Ship pathfinders ignore the max order distance https://git.io/fhbKi
09:47:44  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7250: K-d tree data structure for spatial lookups https://git.io/fhbK7
09:52:19  <crem2> Did you know that you have discord server? I just realized. :)
09:53:13  <planetmaker> crem2, as far as I know there's a few discord with OpenTTD theme
09:53:38  <crem2> No, there is an official! :) Hm, why am I 2.
09:53:40  *** crem2 is now known as crem
09:53:47  <peter1138> We don't have a discord server.
09:53:54  <peter1138> Discord has Discord servers.
09:54:17  <Eddi|zuHause> do we have an azure cloud server?
09:54:26  <peter1138> You might know this as vendor lock in.
09:54:34  <peter1138> Eddi|zuHause, nope :(
09:54:38  <Eddi|zuHause> or a github server?
09:55:33  <peter1138> Of course, we don't have an IRC server either, but we easily could.
09:55:37  <Eddi|zuHause> IMHO, the vendor lock-in problem isn't that we don't own the discrod server, but that you can only use it with discord clients
09:55:46  <crem> Ok, I didn't expect that linguistic pedantism is hobby of this channel. :)
09:56:01  <peter1138> It's the Internet, of course it is.
09:56:18  <crem> Do you have a channel on oftc irc network?
09:56:22  <planetmaker> crem, anyway, which discord serverdo you refer to?
09:56:28  <Eddi|zuHause> crem: in my experience, pedantism and railway/transport-nerdism go very well together
09:56:34  <planetmaker> and... you're *in* the IRC channel on oftc
09:56:49  <planetmaker> or we wouldn't be talking right now
09:57:08  <peter1138> planetmaker, he's throwing back the pedanticism at me :-)
09:57:17  <crem> Yeah, but does someone of openttd community "has" it? :)
09:57:38  <peter1138> No, we use it based on the terms of OFTC.
09:57:52  <Eddi|zuHause> someone is listed as "owner" :p
09:57:53  <crem> Ok. :)
09:58:11  <peter1138> "owner" means "can adminsitrate" in this case.
09:58:33  <peter1138> With IRC, we can easily switch to another IRC server/channel, and everything would be fine.
09:58:39  <peter1138> With discord... well it's discord or discord.
09:58:42  <crem> discord "server" also doesn't mean anything that is traditionally meant by word "server".
09:59:01  <peter1138> So they shouldn't use the term "server" then.
09:59:16  <peter1138> Maybe they don't, even.
09:59:20  <planetmaker> crem, anyway, which discord do you refer to?
09:59:23  <LordAro> interestingly, apparently the channel masters are peter1138, DarkSSH & Bjarni
09:59:26  <LordAro> whoever those guys are
09:59:41  <planetmaker> maybe... peter should add at least one other master
09:59:43  <crem> They do use name "server" for that "group of channels" thingy.
09:59:43  <peter1138> Wait....
09:59:48  <planetmaker> to increase bus factor
09:59:55  <peter1138> I didn't know I was a master!
10:00:00  * planetmaker did :P
10:00:07  <LordAro> ha
10:00:17  <crem> Reddit's /r/openTTD one. I cannot generate the invite link.
10:00:25  <Eddi|zuHause> uhm, there's a step above "master"?
10:01:18  <peter1138> crem, Reddit's /r/openTTD... is not anything to do with us.
10:01:18  <planetmaker> crem, yes, ok. That's ok. They talked to us
10:01:27  <peter1138> So how can that be "our" discord "server"?
10:02:17  <peter1138> Eddi|zuHause, what's that, and how do I see it?
10:02:22  <crem> There is a channel #development, I thought there's some intersection between you and them. :)
10:02:30  <peter1138> Nope.
10:02:36  <Eddi|zuHause> peter1138: dunno
10:02:38  <peter1138> They can develop their own stuff, I'm sure.
10:02:51  <peter1138> Like their stupid rules :D
10:02:55  <crem> Good, leaving that "server" then.
10:03:08  <planetmaker> crem: well...  we talked about having an irc 2 discord bridge. It's still somewhat in test phase
10:03:27  <planetmaker> no need to leave that server... they're good guys there and helpful, I guess, too
10:03:28  <peter1138> We're not having an irc 2 discord bridge.
10:03:56  <crem> Bridges are popular but I don't find them that nice. They add lots of noise in text flow.
10:04:05  <planetmaker> they do, yes
10:04:13  <peter1138> Quite, the examples that were given were hideous.
10:04:23  <peter1138> And if it happens, I'm out. Again.
10:05:07  <peter1138> Embrace, extend, extinguish, etc...
10:06:01  <planetmaker> you think they can do that?
10:06:21  <peter1138> That happens when people using IRC channels decide to switch to Discord.
10:07:44  <Eddi|zuHause> i'm almost certainly not following to discord, and i'll probably set the noisy "repeat stuff" bot on ignore
10:07:45  <peter1138> I heard something about them already nerfing bridges.
10:08:30  <planetmaker> I heard / read that they removed the official bridge which used to exist. Not sure it's true, but sure there's no officially supported one
10:08:30  <peter1138> As channel master, I can silence it anyway ;)
10:08:52  <peter1138> (I'm joking, I'm not *that* much of a tyrant.)
10:08:59  <peter1138> Maybe joking.
10:09:21  <crem> The discord is IRC done right actually. :)  Two major drawbacks are closed protocol so that custom clients are not possible, and lost history in various events (left server, discord went bankrupt, server deleted, etc).
10:09:49  <planetmaker> *the* major drawback is the closed protocol
10:09:51  <Eddi|zuHause> how is that "right" in any sense of the word?
10:10:49  <planetmaker> and yes, it looks nicer than IRC. Though IRC can be very appealing in its simple text form. Less clutter. More information density. Easier searched
10:10:50  <peter1138> I bet they still have Discord-Twitch bridging, cos you know, that's not a direct competitor.
10:11:09  <peter1138> Looking nice is a client feature.
10:11:29  <planetmaker> So given the choice, I probably mostly would use IRC. And quite true, peter1138
10:12:27  <peter1138> That fact that many people use text-based clients deliberately says something about the userbase. We don't actually want the fancy web-based shit that Discord is.
10:12:34  <crem> "right" being not missing things when you offline, being able to edit mistakes, being able to have "info" channels (read only with static test), easy way to embed things like images.  Also "reactions" are convenient for votings, although usefullness of their primary purpose is questionable.
10:13:16  <crem> Also easy to post code snippets inline.
10:14:39  <crem> But also everyone in one place (whether it's irc or discord) is much better than split with bridge.
10:14:41  <planetmaker> peter1138, *that* is an inference which is not exactly logical. The userbase interested in communication and capable of valuable contributions might be much broader - but is deterred by the lack of "suitable" means
10:14:46  <planetmaker> (in their eyes)
10:15:00  <planetmaker> It's just that *we* are happy to exist in our own bubble, shielded from the rest
10:15:11  <planetmaker> by technical means, so to say
10:16:48  <crem> I also know a few examples of communities who went from irc to discord and active participation went from ~20 people to ~200.
10:16:55  <planetmaker> crem, I agree
10:17:19  <peter1138> Great, we'd never be able to have coherent conversations.
10:17:24  <planetmaker> it's somewhat the same argument as switching from our own hosted source to hosting it on github
10:17:57  <planetmaker> and our own hosted CI
10:18:01  <planetmaker> to azure
10:18:43  <peter1138> github is a no brainer, you still have total clones of the repo. Issues/PRs not quite, of course.
10:20:16  <planetmaker> exactly.
10:20:46  <planetmaker> which kinda proves the embrace, extend,... thing right there
10:21:20  <crem> Why is there no open source replacement of discord.. IRC seems to be stuck in 1980s. There are some jabber channels, but all in all jabber was a failure.
10:21:45  <peter1138> Mumble too.
10:24:57  <_dp_> join #/r/openttd
10:25:13  <_dp_> join /r/openttd
10:25:28  <planetmaker>  /join #/r/openttd ;)
10:25:34  <peter1138> Erm...
10:25:34  <_dp_> oups, yeah, sorry)
10:25:43  <Eddi|zuHause> too many slashes :p
10:25:48  <planetmaker> ^^
10:27:05  <peter1138> OOk.
10:27:13  <peter1138> I need to find an EBCDIC to ASCII converter...
10:27:34  <peter1138> Not even sure it's EBCDIC.
10:27:43  <Eddi|zuHause> that's just a simple table lookup? can't be that hard
10:28:29  <peter1138> Yes, not that hard, just a bit obsolete.
10:29:08  <Eddi|zuHause> iconv?
10:29:21  <crem> iconv -f EBCDIC-IT
10:29:33  <peter1138> Fixed width 132 characters, nice.
10:29:52  <Eddi|zuHause> that sounds normal for something that uses EBCDIC :p
10:29:59  <peter1138> :D
10:31:34  <peter1138> "Sending data set P.FTP.xxxxxxxxxxx FIXrecfm 132"
10:31:40  <peter1138> Yeah, it even says there.
10:34:33  <_dp_> btw, can discord bridge add some extra ui? like show players and companies connected to openttd server?
10:34:59  <_dp_> having just a repeat bot is kinda boring :(
10:35:06  <LordAro> 10:09:21 < crem> The discord is IRC done right actually.
10:35:09  <LordAro> bwhahaha
10:35:09  <Eddi|zuHause> _dp_: if you make an admin port library
10:35:10  <LordAro> sure.
10:35:39  <peter1138> _dp_, I ditched the station-scan version of finding nearby stations. It had a flaw :p
10:35:51  <_dp_> Eddi|zuHause, yeah, I have admin port (or so) but not sure how to add things to discord
10:36:16  <peter1138> So we now have the relatively fast map-scan, along with cached nearby station lists, and the explicit catchment tiles.
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10:36:29  <Eddi|zuHause> _dp_: you'd have to read up on their protocol
10:36:49  <peter1138> Hmm, red X.
10:37:01  <peter1138> Oh, it was an Azure fail.
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10:39:44  <Eddi|zuHause> i should work on something, but i can't get started...
10:40:24  <peter1138> for (Station * const *st_iter = all_stations->Begin(); st_iter != all_stations->End(); ++st_iter) {
10:40:30  <peter1138> Station *st = *st_iter;
10:40:30  <peter1138> ->
10:40:35  <peter1138> for (auto st : *all_stations) {
10:40:39  <peter1138> Somewhat briefer.
10:40:54  <Eddi|zuHause> yes
10:42:28  <_dp_> peter1138, why do you still need stations_near then (for towns)?
10:42:47  <peter1138> In what instance?
10:43:21  <_dp_> peter1138, any instance, if you do tilescan for nearest sations anyway why even bother maintaining that cache?
10:44:00  <peter1138> _dp_, oh! I only do the tilescan when adding buildings or industries.
10:45:57  <peter1138> If we didn't have the nearby list, we'd need to tilescan every time a house tile/industry tile wanted to produce cargo, even if there are no stations around.
10:47:06  <_dp_> peter1138, oh, so you mean it's faster to use in worldgen as area is smaller and slower for cargo production?
10:47:26  <_dp_> peter1138, FindStationsAroundTiles looks like two functions smashed together btw
10:47:30  <peter1138> For world gen I don't do it at all. There's no stations.
10:47:56  <_dp_> peter1138, oh, right, it's !_generating_world...
10:48:03  <_dp_> peter1138, where am I even looking then xD
10:48:10  <peter1138> I dunno what you're asking :D
10:49:11  <peter1138> So FindStationsAroundTiles can use the nearby lists as well.
10:49:54  <_dp_> in MakeTownHouse you added FindStationsAroundTiles, I'm struggling to understand what is it for :)
10:50:47  <peter1138> So if a town expands, that will find any new nearby stations for the town.
10:52:27  <peter1138> So now the map scan is done on tile creation (once) rather than cargo creation (every time)
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10:53:15  <peter1138> Most of the time that scan won't find anything new.
10:53:19  <_dp_> peter1138, yeah, I didn't notice at first that FindStationsAroundTiles outputs into it's second argument
10:54:51  <peter1138> stations = &Industry::GetByTile(location.tile)->stations_near;
10:55:02  <peter1138> That's looking wrong at the moment. Thanks for making me review it.
10:55:21  <_dp_> peter1138, yeah, noticed that too xD
10:55:39  <peter1138> Unnoticed because that case is pretty rare.
10:56:19  <peter1138> Fun fact: Industry::location.tile is not necessarily an industry tile.
10:57:02  <peter1138> I did a TIC/TOC on the 50k stations save.
10:57:30  <_dp_> peter1138, is it just a top tile of a bounding rect?
10:57:45  <peter1138> Yup, and industries aren't square.
10:57:53  <peter1138> Anyway
10:58:30  <peter1138> I did a TIC/TOC test. In the 50k stations save, the old FOR_ALL_STATIONS scan took... around 1800000 cycles to perform.
10:58:38  <peter1138> The map-scan took 38000 cycles.
10:59:04  <_dp_> peter1138, yeah, I used to know a trick to build ecs mammoth coal mine xD
10:59:19  <peter1138> Yeah, your stations look illegal :p
11:00:05  <peter1138> Map-scan normally takes abour 3500 cycles, but overlapping stations increase that fairly linearly.
11:00:56  <peter1138> In a normal but busy save a FOR_ALL_STATIONS scan took about 9000 cycles, which is not horrendous but still slower.
11:01:42  <_dp_> peter1138, what cycles are you measuring btw?
11:01:50  <peter1138> Processor.
11:04:52  <_dp_> peter1138, something like rdtsc you mean?
11:05:09  <peter1138> Exactly that.
11:05:16  <peter1138> It's good enough for a rough indication.
11:06:09  <_dp_> peter1138, yeah, never actually worked with it but looks like it's good enough
11:28:09  <DorpsGek_II> [OpenTTD/OpenTTD] auge8472 commented on issue #7059: Town name language choice affects number of towns / world population https://git.io/fhbi0
11:32:35  <DorpsGek_II> [OpenTTD/OpenTTD] Berbe commented on issue #7268: Suggestion: Option not to disclose server information when password-protected https://git.io/fhbiz
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11:35:00  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7059: Town name language choice affects number of towns / world population https://git.io/fhbig
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11:46:12  <DorpsGek_II> [OpenTTD/OpenTTD] Berbe commented on issue #7059: Town name language choice affects number of towns / world population https://git.io/fhbi1
11:56:20  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on issue #7059: Town name language choice affects number of towns / world population https://git.io/fhbi5
12:05:15  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on issue #7059: Town name language choice affects number of towns / world population https://git.io/fhbPq
12:21:06  *** m3henry has joined #openttd
12:21:50  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7278: Fix 195fd0dc60: Sprite cache must still be cleared when using bitmap fonts. https://git.io/fhbP8
12:54:55  <_dp_> hm, https://servers.openttd.org/en/ links to http://uk.binaries.openttd.org/index.html that doesn't seem to exist
12:55:01  <_dp_> when clicking on openttd logo
12:55:43  <peter1138> Hmm, that's an odd place for it to link to :)
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12:56:12  <_dp_> servers page seem kinda broken overall
12:57:02  <_dp_> no menu, empty footer, etc.
13:09:24  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7279: Fix #7062: Remove ship max order distance. https://git.io/fhbXW
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13:11:04  <drac_boy> hi there
13:14:15  <planetmaker> _dp_, you speak of OpenTTD main page?
13:14:52  <planetmaker> or just that sub-page... hm
13:15:57  <peter1138> It's because it's one of the last remaining dynamic pages.
13:16:02  <planetmaker> yep
13:17:15  <DorpsGek_II> [OpenTTD/website] planetmaker opened issue #63: footer/header of servers.openttd.org https://git.io/fhbXE
13:17:30  <peter1138> Hmm, removing (error) strings that are referenced in the squirrel API...
13:18:35  <planetmaker> he... 83 clients. 336 servers. Somewhat a mis-match :P
13:19:45  <drac_boy> planetmaker depends .. does "clients" mean hosts too  or only non-host players?
13:19:54  <drac_boy> I dunno where it counts from tho so don't ask me :)
13:20:17  <planetmaker> it counts from what the online servers report
13:20:35  <planetmaker> all which are publicly visible, i.e. can be found when ingame searching for servers
13:20:58  <planetmaker> the servers know how many people are playing - which is reported to the master server
13:21:20  <planetmaker> as players want to see the info when joining servers
13:21:22  <drac_boy> mm guess I don't know any better then :)
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13:21:58  <planetmaker> we funnily had yesterday a request that servers don't send those info... kinda stupid
13:22:33  <drac_boy> hmm yeah stupid indeed
13:23:04  <planetmaker> if you want your server stats not being public, it's simple: don't talk to our master server. That's a valid config option you can use as server owner
13:24:05  <drac_boy> theres only one thing I don't like about the multiplayer window but .. umm I dunno how it can be changed tho so .. meh not bothered reporting it :)
13:24:20  <planetmaker> then the answer is of course 'no' ;)
13:25:11  <drac_boy> very funny .. are you the type that prefer to look for servers that have non-vanilla vehicles or not so much?
13:25:50  <planetmaker> it depends very much on the moon phase. Or my mood etc.
13:26:29  <drac_boy> fair enough
13:26:44  <planetmaker> usually I play with some NewGRFs
13:27:10  <planetmaker> which most of the time means vehicle NewGRFs included
13:27:30  <peter1138> Woo, 1.9.0-beta3 now reports as such ;)
13:27:41  <peter1138> And there's one on the server list.
13:27:54  <peter1138> And it's got some weird settings that makes it a bit hard :p
13:28:03  <planetmaker> he... :)
13:28:33  <peter1138> infrastructure costs, disasters, inflation, breakdowns...
13:30:21  <drac_boy> planetmarker nice. so anyway the complain is not being able to find newgrf-only servers after the initial install of various grfs .. and well its been a while ago so I dunno if anything has been altered or not but: why can't the window filter out these non-newgrf that seem to somewhat make a dirty list to trawl through .. I mean exactly how is "lukk trainset" a grf when it seem to have nothing
13:30:23  <peter1138> Should be good for ships, though.
13:30:53  <planetmaker> funny you say that right now when I logged into my server to update it :)
13:32:31  <planetmaker> drac_boy, but... the server listing shows an icon for NewGRFs being used.
13:32:41  <planetmaker> It's nothing you can filter on, though
13:33:19  <planetmaker> and... an empty NewGRF is a NewGRF nonetheless. You cannot join without it
13:33:40  <planetmaker> it is a queer way to make sure that people visit a certain website, I guess
13:34:27  <planetmaker> it's another way to track how many unique clients you have. For instance
13:34:34  <planetmaker> somewhat
13:36:10  <planetmaker> I'd say: that is a problem which is very hard do solve (if at all)
13:36:39  <planetmaker> Should be possible to filter the server list though for certain NewGRFs
13:36:49  <planetmaker> pull-requests welcome :)
13:37:34  <_dp_> drac_boy, luuk trainset adds some locos
13:37:42  <peter1138> Oh, cargo-dist too.
13:40:28  <_dp_> there are some newgrfs that seem empty because for some stuff making newgrf is the only way to configure a server
13:40:38  <drac_boy> planetmaker hmm I was just thinking about you saying 'certain' and I wonder now about a slight wild idea .. optionally 'tag' a grf with one hex number thats only used to sort the multiplayer window .. lets say for example all vehicle grfs uses '1' and infrastructures is '2' so if someone wanted to try find vanilla maps first (no basecost/firs) they can tell the window to filter any post-tagged grfs to exclude such servers
13:41:10  <drac_boy> might not have much uptake tho so :)
13:42:11  <planetmaker> any such categorization of NewGRFs is difficult... both automatic and manual ways have ways to fail
13:42:39  <planetmaker> NewGRFs are too complex to make this easy
13:43:16  <planetmaker> filtering for or filtering out a particular NewGRF (if you know the grfID), is relatively straight forward, though
13:43:52  <planetmaker> basically it's already done to some extend to show you which servers you have matching NewGRFs, which you are missing some (and which you have the wrong OpenTTD version for)
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13:51:57  <drac_boy> anyway whats 'new' about disasters/etc? or am I just dreaming? :P
13:52:04  * drac_boy is just wondering about peter's remark
13:52:36  <Samu> hi
13:52:54  <drac_boy> hi samu, anything new to fix?
13:54:16  <Samu> hmm nop
13:57:45  <Samu> https://github.com/PeterN/OpenTTD/commit/70087fb793e6d61363e6c710eff0acba9f6afc3c#commitcomment-32451439
13:57:58  <Samu> did you see that?
13:58:09  <Samu> peter1138,
13:59:00  <Samu> @logs
13:59:00  <DorpsGek> Samu: https://webster.openttdcoop.org/index.php?channel=openttd
14:01:50  <planetmaker> so, peter1138 any wishes on settings and NewGRFs for 1.9.0-beta3 server?
14:01:57  <planetmaker> (or anyone?)
14:02:47  <planetmaker> !contentupdate
14:03:00  <planetmaker> !content
14:03:06  <planetmaker> ups :P
14:05:38  <drac_boy> silly question .. would you not mind seeing random wagons showing up with brakecabs on them or would you had rather liked the grf had a parameter to disable that for your own gameplay preference?
14:06:18  <planetmaker> I would not want a NewGRF with break cabs
14:06:38  <planetmaker> or some which disabled them via parameter, if needed
14:06:41  <drac_boy> so a parameter then
14:08:41  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7059: Town name language choice affects number of towns / world population https://git.io/fhb1a
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14:11:20  * drac_boy goes back to splashing sprites now
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14:16:46  <Samu> lal
14:18:54  <DorpsGek_II> [OpenTTD/website] auge8472 commented on issue #63: footer/header of servers.openttd.org https://git.io/fhb15
14:23:35  <Samu> going to upload v9 of my ai, i nearly forgot about it
14:24:05  <peter1138> Samu, yes but I didn't like it much :p
14:24:17  <peter1138> Samu, I found a case I didn't handle which made me LOL. I don't know if you handle it.
14:24:32  <Samu> uh ooh
14:24:34  <peter1138> If either of the two adjacent tiles is an actual *river* slope, it would block that...
14:24:50  <peter1138> As there's not track on them.
14:24:52  <peter1138> *no
14:25:04  <peter1138> So the river flowed into the side of a house.
14:25:16  <Samu> ships dont walk on river
14:25:19  <peter1138> That actually doesn't affect you because it's not navigable, but it does in my interpretation of it.
14:25:29  <Samu> there are no tracks
14:25:33  <Samu> or ... wait
14:25:35  <peter1138> Yeah, I want it to be a "towns don't block rivers" thing.
14:26:02  <peter1138> It looks better though :D
14:26:13  <Samu> show me a screenshot
14:26:17  <peter1138> I...
14:26:25  <peter1138> I don't have one.
14:27:09  <Samu> i see
14:27:22  <Samu> or at least I think I see what you mean
14:28:06  <Samu> gonna force a scenario with that
14:28:15  <Samu> to see it happening
14:28:30  <Samu> but first, let me upload v9
14:28:31  <peter1138> Well, easy to build a river.
14:29:41  <Samu> https://bananas.openttd.org/en/
14:32:10  <Samu> https://imgur.com/2SPcIoM
14:32:12  <Samu> this?
14:37:33  <Samu> so, locks are making it hard
14:37:37  <Samu> possible locks
14:43:32  <Samu> is this what u meant peter1138 ?
14:43:52  <Samu> lock couldn't be build there anyway
14:44:04  <Samu> but it looks odd
14:44:23  <Samu> must think
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14:45:56  <nielsm> hi
14:46:59  <Samu> I confirm, it also affects mine, but...
14:47:00  <Samu> hi
14:47:32  <Samu> technically
14:47:51  <Samu> meh
14:48:21  <Samu> even if I prevent town from growing in front of a river
14:48:36  <Samu> i wouldn't still be able to build a lock
14:48:41  <peter1138> Nope.
14:48:44  <Samu> so i dunno what to say in this case
14:49:07  <Samu> nope?
14:49:20  <peter1138> I'd forget about it.
14:49:59  <peter1138> It only applies to my version specifically because of its intention.
14:50:16  <Samu> it happens on my version too
14:50:41  <peter1138> That's up to you if you care.
14:50:58  <Samu> unless this other patch
14:51:09  <Samu> let me get it
14:51:45  <Samu> https://github.com/OpenTTD/OpenTTD/pull/7073
14:52:32  <Samu> if it's combined with this one, then rivers won't end facing a tile with a corner
14:53:20  <Samu> yep, combining both patches
14:53:28  <Samu> prevents that
14:53:57  <peter1138> Ok but I don't think that one is likely either.
14:57:03  <Samu> https://user-images.githubusercontent.com/43006711/51443637-e06e7500-1ce3-11e9-9e55-c0d46e22a86a.png
14:57:11  <Samu> tile t_dm is enforced to be flat
14:57:25  <Samu> even at sea level
15:02:33  <Samu> let me see what kind of checks do I do to t_2dm
15:03:37  <Samu> 			if (IsValidTile(t_2dm)) {
15:03:37  <Samu> 
15:03:37  <Samu> 				if (!IsTileFlat(t_2dm)) return false;
15:05:29  <Samu> yep
15:05:40  <Samu> cool
15:05:54  <Samu> both t_dm and t_2dm are forced to be flat
15:06:44  <Samu> means that I'm always ensuring a water connection towards a possible lock tile at the lower part
15:07:07  <Samu> funny that I thought of this already
15:07:30  <Samu> i should haven known that I had taken care of it
15:07:39  <Samu> i keep forgetting things i do
15:09:31  <Samu> https://imgur.com/qx6yqsz
15:09:38  <Samu> with both patches combined
15:09:49  <Samu> the flat tile is fully water
15:09:56  <Samu> no house is ever built there
15:10:22  <Samu> which means, passages is possible if a lock is built afterwards, after town growth
15:13:37  <DorpsGek_II> [OpenTTD/website] glx22 commented on issue #63: footer/header of servers.openttd.org https://git.io/fhbDe
15:19:18  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on issue #7059: Town name language choice affects number of towns / world population https://git.io/fhbDO
15:26:05  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7059: Town name language choice affects number of towns / world population https://git.io/fhbDC
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15:33:00  <Samu> just hide the server from being listed
15:33:03  <Samu> problem solved
15:34:26  <Samu> ah no
15:34:34  <Samu> Beerbelott
15:36:08  <Samu> will there ever be a matchmaking system on openttd?
15:37:34  <Samu> fill in your criteria! i wanna join a game with x * y map size, abc landscape, started at max, n years ago, etc...
15:38:16  <Samu> and then master servers points u to the right server for u to join
15:39:21  <nielsm> that's not matchmaking, that's just server filtering
15:40:09  <nielsm> matchmaking would imply multiple players independently indicating wanting to play, a central service collecting those intents, and the central service then provisioning a new server instance for those players to join
15:40:53  <nielsm> and during the game possibly run a GS rating the players' performance and recording that in a ranking system to later set up players with other players of similar skill
15:40:55  <Samu> :(
15:42:24  <nielsm> and well, with the current number of public servers, it's not difficult to browse them them all manually
15:45:12  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7279: Fix #7062: Remove ship max order distance. https://git.io/fhbDF
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15:47:51  <nielsm> anyone want to join one of the beta3 servers and play the game for a change? :)
15:48:20  <peter1138> Maybe in 2 hours.
15:50:04  * _dp_ wants to set up a beta3 server and forget about this game for a while xD
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15:53:48  * nielsm decides to actually use the danish translation for once and then fix poor strings along the way
16:00:39  <peter1138> :D
16:01:12  <peter1138> Ok, I think I need another bread maker.
16:01:56  <nielsm> actually, I should also not be starting/joining a game right now, my laundry room time is coming up
16:06:33  <nielsm> I tried connecting to the openttdcoop nightly server, and downloading the map timed out...
16:06:47  <nielsm> appears to have crashed now even
16:12:11  <planetmaker> hm
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16:28:09  <FLHerne> nielsm: I'd be interested in that sometime, ping me if you start that :-)
16:28:36  <planetmaker> well... an oom crash. So nothing to worry about (here).
16:31:52  <peter1138> 4096^2 map? :p
16:33:10  <Eddi|zuHause>  <nielsm> anyone want to [...] play the game for a change? :) <-- what blasphemy is this? :p
16:33:46  <nielsm> let's save the 4096 maps for when kdtree or similar is in :P
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16:34:21  <Eddi|zuHause> what happened to "don't play more than 1024^2 in MP"?
16:39:25  <Samu> peter1138, there are some ship max order distance ai/gs script functions
16:41:36  <planetmaker> who said 4096² on my servers? :P
16:42:19  <peter1138> Oh.
16:43:40  <FLHerne> "don't play more than 512^2 at any time" is probably better advice, just from a gameplay standpoint :P
16:43:42  <peter1138> Nice bit of duplication there.
16:46:43  <Samu>  /* static */ uint ScriptVehicle::GetMaximumOrderDistance(VehicleID vehicle_id)
16:47:13  <Samu>  /* static */ uint ScriptEngine::GetMaximumOrderDistance(EngineID engine_id)
16:48:48  <peter1138> Yes, already go it, thanks.
16:49:17  <peter1138> +t
16:55:56  <_dp_> is it possible to set a max size for the widget?
16:56:19  <_dp_> trying to make new cargo list with scrollbar not show ugly orange empty space
16:57:26  <planetmaker> _dp_, I don't think. And I'm not sure it makes sense for widgets which contain text: translations, font size and GUI settings might change that
16:57:40  <planetmaker> and the required space depending on client-side settings
16:57:54  <peter1138> This would be a number-of-rows limit.
16:58:50  <Eddi|zuHause> you need to handle automatic line breaks then
16:58:59  <peter1138> There's no line breaks.
16:59:30  <_dp_> peter1138, hmm, but it has SetCount(_sorted_standard_cargo_specs_size) already
16:59:31  <Eddi|zuHause> that's not a contradiction :p
16:59:50  <peter1138> _dp_, that sets the capacity of the scrollbar, yes, not the widget-size.
17:00:30  <Samu> what's the opposite of main_track_1 && main_track_2
17:00:34  <Samu> they're bools
17:00:53  <Samu> !main_track1 || !_main_track2 ?
17:01:21  <Samu> !(main_track_1 && main_track_2)
17:01:41  <_dp_> so, how to set widget size then?
17:02:03  <Samu> im trying to code peter style
17:02:13  <Samu> no identation
17:03:31  <_dp_> Samu, !a||!b and !(a&&b) are equivalent
17:04:02  <Samu> cool, ty
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17:04:18  <Eddi|zuHause> DeMorgan to the rescue!
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17:16:54  <milek7> vcpkg is some microsoft NIH?
17:18:46  <milek7> why we need another package manager
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17:23:06  <nielsm> can you name a package manager that actually runs in the environment vcpkc does?
17:30:28  <Eddi|zuHause> microsoft is the very definition of NIH?
17:32:29  <planetmaker> what's "NIH"?
17:32:35  <nielsm> not invented here
17:32:45  <planetmaker> oh, I see
17:32:55  <planetmaker> "national institute of health" didn't quite fit :P
17:33:14  <Eddi|zuHause> i mean, just look at \ vs /
17:33:31  <Eddi|zuHause> and that was what? 40 years ago?
17:34:21  <nielsm> you know the story behind that is someone at MS demanded that / be the option character for commands and not - and so it could not be the path separator
17:34:25  <milek7> CP/M is probably responsible for \
17:35:00  <nielsm> the earliest dos versions had a config.sys flag to control whether the option character was / or -
17:38:06  <Eddi|zuHause> nielsm: but that is also a form of NIH
17:38:33  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7279: Fix #7062: Remove ship max order distance. https://git.io/fhbXW
17:41:31  <_dp_> and damn scrollbar can't work with non-resizing widgets coz it uses resize_y as row height :(
17:42:04  <peter1138> Well it can, but...
17:42:15  <nielsm> you have to do a bit more on your own
17:42:26  <peter1138> Actually are you sure about that?
17:42:48  <_dp_> peter1138, it crashes when I do SetResize(0, 0) so yeah...
17:42:49  <peter1138> Scrollbars don't have a row height.
17:42:51  <nielsm> the resizing I did in the framerate window manually configures the scrollbar
17:43:08  <milek7> ok, vcpkg looks unique in that all portfiles are in cmake
17:43:09  <nielsm> setting max, visible, and current top
17:43:11  <peter1138> They have a capacity, a row count, and a position.
17:43:22  <milek7> though i think using eg. sh would be more portable with other systems
17:43:48  <nielsm> vcpkg is not intended to be portable, it's intended to work with visual c++
17:43:50  <nielsm> hence the name
17:43:56  <Eddi|zuHause> milek7: i'm not following your reasoning
17:44:14  <nielsm> unless you argue that microsoft should port cl to non-windows systems as well
17:44:27  <milek7> and it should be aware of pkg-config
17:44:32  <milek7> "Vcpkg helps you manage C and C++ libraries on Windows, Linux and MacOS. "
17:44:36  <milek7> looks like trying to be portable
17:45:10  <peter1138> Could an icon work for "show catchment"?
17:45:16  <peter1138> Or is that too vague? :/
17:45:48  <Eddi|zuHause> peter1138: got something more specific in mind than "any random icon"?
17:45:59  <peter1138> Nope :(
17:46:07  <peter1138> I'm wondering about just a # sign :p
17:46:19  <peter1138> And a tooltip lol
17:46:20  <Eddi|zuHause> i don't think that would work :p
17:46:50  <_dp_> peter1138, it does this->SetCapacity(((int)nwid->current_y - padding) / (int)nwid->resize_y);
17:46:57  <Eddi|zuHause> what size are the toolbar icons? 20x20? 32x32?
17:47:37  <Eddi|zuHause> i think anything below that would be a random character that nobody would associate with "catchment area"
17:47:53  <_dp_> peter1138, so don't have row height but they use resize_y instead
17:48:14  <peter1138> Oh, right, so when you resize it it automatically gets the correct capacity. Sorry.
17:49:32  <peter1138> Eddi|zuHause, it's not a toolbar icon.
17:49:51  <peter1138> But I can't think of anything that would represent catchment area anyway
17:50:14  <Eddi|zuHause> peter1138: so size more like the train/truck/whatever icons?
17:50:20  <peter1138> Shift-click on Location button?
17:50:31  <Eddi|zuHause> nobody would ever find that.
17:50:31  <peter1138> Oh, but hmm.
17:50:48  <peter1138> Eddi|zuHause, yeah, that sorta size.
17:51:03  <Eddi|zuHause> peter1138: maybe a dot with a circle around it? (sorta like a bullseye?)
17:51:50  <_dp_> also crashes with SetResize(0, 1000) btw
17:52:05  <_dp_> so yeah, scrollbars assume a lot about widgets :(
17:52:26  <Eddi|zuHause> peter1138: https://www.fileformat.info/info/unicode/char/2299/index.htm
17:55:28  <peter1138> Breasts.
17:55:57  <milek7> eh, it tries to do something obviously windows-specific
17:56:03  <milek7> i'm supposed to if() vcpkg only for windows, and use other dependecies for linux, or what?
17:56:24  <peter1138> milek7, ..........
17:56:57  <peter1138> Eddi|zuHause, heh, that actually worked. Switched me to a truefont font, of course :p
17:57:15  <Eddi|zuHause> peter1138: add the glyph to openttd.grf :)
17:57:29  <peter1138> Yeah, then OpenGFX can have 5 missing sprites :D
17:57:53  <Eddi|zuHause> do we meanwhile use openttd.grf as fallback for missing sprites?
17:58:06  <peter1138> Yup.
17:58:13  <peter1138> It gives a warning but otherwise seems to work okay.
17:59:01  <Eddi|zuHause> better than having random oversized ? everywhere :p
17:59:30  <peter1138> Beautiful.
17:59:43  <peter1138> Way better than the purple/black chequerboard that everything uses these days.
18:00:22  <peter1138> Hmm...
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18:01:09  <peter1138> Bottom button row, or top button row (in the caption)?
18:01:18  <peter1138> Probably bottom.
18:01:37  <Eddi|zuHause> bottom
18:04:59  <peter1138> Hmm, tempting to draw a double-size version while I'm at it :p
18:05:39  <Eddi|zuHause> i feel that might escalate in the wrong direction :p
18:07:54  <peter1138> Well it would show how it's meant to done.
18:07:59  <peter1138> Urgh at zbase :/
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18:10:38  <peter1138> Can be quite hard to see the overlay...
18:11:05  <Eddi|zuHause> that's what we have the X button for?
18:11:52  <Eddi|zuHause> i should be heading out...
18:14:25  <milek7> peter1138: what?
18:14:51  <peter1138> milek7, I was going to say it's only for Windows but apparently you found something that says that's not the case.
18:15:31  <peter1138> Hmm, I guess I can't use U+2299, as then almost no TTF font will work :/
18:15:33  <milek7> it looks that only some packages works on linux
18:15:53  <peter1138> Isn't typeface fallback supposed to be per-glyph?
18:16:45  <Eddi|zuHause> milek7: how is that a problem, we don't really need vcpgk on linux. but we needed soemthing for windows
18:18:11  <milek7> i hoped to use it in other project to get rid of platform if() in cmake
18:18:13  <milek7> but apparently it's not done yet
18:19:32  <Eddi|zuHause> that happens...
18:20:22  <Eddi|zuHause> but you could nag them about including the packages that you need, maybe they help you?
18:21:57  <_dp_> ok, I've had enough of scrollbars, so I'll just leave it here and hope someone can make a proper pr like that %)
18:21:58  <_dp_> https://bitbucket.org/citymania/cmclient/commits/941b379194a021809dddc148a9037671b504c0e2
18:22:32  <Eddi|zuHause> <peter1138> Isn't typeface fallback supposed to be per-glyph? <-- iirc we reject fonts before any fallback can be established. but i have no clue how it actually works
18:23:09  <Eddi|zuHause> maybe we should relax that a bit
18:23:12  <peter1138> _dp_, I gave up trying to make the livery window behave like it used to, and only have a scrollbar in groups view...
18:23:25  <peter1138> Eddi|zuHause, should do, it's the cause of that "ignoring fonts" "bug"
18:25:09  <DorpsGek_II> [OpenTTD/website] TrueBrain opened pull request #64: Fix 7038a71: link to changelog was incorrectly pointing to the CDN directly https://git.io/fhbQD
18:25:15  <TrueBrain> bad andy .. ^^ :P
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18:25:37  <Eddi|zuHause> it might also help if we keep a fallback font around even if people use the sprite font, for when they join servers which have chinese characters in the town names and stuff
18:25:45  <_dp_> peter1138, I ended up extending scrollbar to the max since I can't limit it: https://i.imgur.com/PHevE0l.png
18:25:49  <DorpsGek_II> [OpenTTD/website] PeterN approved pull request #64: Fix 7038a71: link to changelog was incorrectly pointing to the CDN directly https://git.io/fhbQS
18:26:13  <planetmaker> https://devs.openttd.org/~planetmaker/patches/catchment_area.png <-- catchment area?
18:26:18  <peter1138> Oh wow, that does look bad with the supersize GUI :/
18:26:42  <TrueBrain> tnx peter1138; that was quick :D
18:26:54  <Eddi|zuHause> planetmaker: that looks somewhat horrible
18:26:58  <planetmaker> it does
18:27:12  <planetmaker> at least the rhs one
18:27:13  <peter1138> planetmaker, oh... sorry!
18:27:23  <planetmaker> sorry?
18:27:25  <peter1138> planetmaker, the button goes in windows, not toolbars.
18:27:42  <_dp_> peter1138, yeah, and that's improved version already
18:27:48  <planetmaker> I probably should have read more than one word :P
18:27:51  <peter1138> So needs to be just black.
18:28:00  <planetmaker> makes it.. easier :)
18:28:21  <planetmaker> but needs another symbol then... station in black only... hm
18:28:33  <Wolf01> o/
18:28:50  <peter1138> ^ http://fuzzle.org/~petern/ottd/u2299.png
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18:28:59  <peter1138> u2299 looks... okay.
18:29:05  <peter1138> Not quite the right fit, but works for me.
18:29:16  <planetmaker> hm, a glyph?
18:29:27  <planetmaker> those are indeed
18:29:33  <DorpsGek_II> [OpenTTD/website] TrueBrain merged pull request #64: Fix 7038a71: link to changelog was incorrectly pointing to the CDN directly https://git.io/fhbQD
18:29:40  <peter1138> yeah, those other sprites are text.
18:29:49  <_dp_> hm, just noticed scrollbar is already extending in the master so I ended up doing nothing... great xD
18:29:50  <Eddi|zuHause> planetmaker: well, the train/truck/whatever sprites are also glyphs
18:29:53  <peter1138> This one probably should be because otherwise with the separate gui/font scaling it won't match.
18:30:08  <planetmaker> it needs to be, yes
18:30:36  <planetmaker> though... is the border there, too?
18:30:43  <planetmaker> the *corner*?
18:30:53  <planetmaker> anyhow... no harm in making it a glyph
18:31:09  <Eddi|zuHause> planetmaker: you mean the resize button?
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18:31:21  <Eddi|zuHause> never wondered about that one :)
18:31:23  <planetmaker> yes
18:31:48  <_dp_> that's how it looks in beta3: https://i.imgur.com/9cwnGkL.png
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18:32:18  <Eddi|zuHause> unrelated: the train/truck/whatever icons could use some vertical centering?
18:33:21  <Eddi|zuHause> anyway, gtg
18:33:55  <peter1138> Eddi|zuHause, can't, it's a glyph.
18:34:17  <peter1138> _dp_, yup.
18:34:32  <Eddi|zuHause> peter1138: i mean, on widget level, not on sprite level
18:34:47  <peter1138> Yes I know.
18:34:56  <peter1138> It's text.
18:35:04  <peter1138> Text is always drawn from the top.
18:35:06  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ
18:35:18  <Eddi|zuHause> hm... ok, i see how that might be a problem
18:35:24  <peter1138> Also I'm tempted to revert the gui/font scaling separation, it's causing issues.
18:35:40  <peter1138> Eddi|zuHause, we'd have to duplicate the sprites to use them as ... sprites.
18:35:47  <peter1138> But!
18:35:58  <peter1138> They're used as text in station signs.
18:36:01  <Eddi|zuHause> peter1138: that doesn't sound like the right approach
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18:36:42  <Eddi|zuHause> peter1138: more like the sprite font needs some hinting on what the writing line is, and the font rendering engine needs to take that into account to align it
18:37:33  <_dp_> peter1138, normal size is too small, I'd rather have a slightly ugly game than constantly missing those tiny buttons :(
18:38:04  <_dp_> smth like 1.5x would be perfect actually
18:38:12  <planetmaker> OpenTTD needs font and GUI scaling in non-integer multiples of 1x
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18:38:20  <planetmaker> I agree with 1.5
18:38:32  <peter1138> Sure but our sprite scaling as no capability for that.
18:38:34  <planetmaker> which actually is 2.25x the area
18:38:44  <Eddi|zuHause> sqrt(2) ;)
18:39:02  <_dp_> Eddi|zuHause, dow does that make anything easier? xD
18:39:10  <Eddi|zuHause> does not :p
18:40:31  <peter1138> Basically all the power-of-two scaling would have to be replaced.
18:40:45  <peter1138> I welcome a PR :D
18:41:08  <peter1138> Of course, at that point, maybe we're doing it at the wrong level.
18:41:26  <peter1138> You get scaling for free with something like OpenGL ;)
18:42:29  <nielsm> okay I'm done with laundry and food, and going to resume playing on #openttdcoop.nightly :)
18:42:51  <_dp_> or we can wait till everyone switches to 4k monitors and problem will solve itself xD
18:44:44  * peter1138 downloads all the NewGRFs...
18:45:09  <peter1138> Mine's the only ipv6 beta3? Hmm.
18:46:22  <peter1138> I'm sure the zoomed-out wind noise is 1) too loud 2) too frequent
18:47:06  <peter1138> Error: Chips custom docks must be loaded after chips station set.
18:47:10  <DorpsGek_II> [OpenTTD/website] TrueBrain commented on issue #63: footer/header of servers.openttd.org https://git.io/fhb7C
18:47:11  <peter1138> Is that still a thing? o_O
18:47:23  <TrueBrain> really not sure what you are seeing there planetmaker; I don't see anything wrong on the servers site ..
18:47:45  <TrueBrain> but given the description is very short and no screenshots, I had to guess a bit in my reply :D
18:49:05  <_dp_> TrueBrain, servers page is in the menu of openttd.org, looks really weird when you click on it and menu disappears
18:49:45  <TrueBrain> _dp_: ah, is that what was meant. I really did not pick up on that :D
18:49:47  <planetmaker> ^^
18:49:54  <TrueBrain> such minor additions to issues really help :P
18:50:15  <TrueBrain> but yeah, that is new infrastructure vs old. Not much I want to do about that currently
18:50:29  <TrueBrain> when the MSU moves to the new infrastructure, it should be fixed, I guess
18:50:38  <peter1138> Oh right, cargo-dist is not on :(
18:50:48  <_dp_> TrueBrain, tbh whole page looks broken to me
18:50:58  <peter1138> I can't play without that now, just building random routes and letting it all link up is my style.
18:51:02  <TrueBrain> _dp_: define "broken"
18:51:06  <_dp_> TrueBrain, disappearing menu, empty footer, logo linking non-existing website
18:51:10  <nnyby> also clicking the header of that site takes you to binaries.openttd.org which is kinda empty
18:51:17  <planetmaker> TrueBrain, also a completely empty footer
18:51:18  <TrueBrain> _dp_: footers are empty EVERYWHERE :P
18:51:27  <TrueBrain> so I wonder why only the server page make you see that :D
18:51:41  <TrueBrain> we only removed it on the main page now
18:51:47  <TrueBrain> https://bananas.openttd.org/en
18:51:50  <peter1138> Hmm, CHIPS stations are way too manual.
18:51:50  <TrueBrain> also empty footer :D
18:51:51  <TrueBrain> haha :)
18:51:51  <_dp_> TrueBrain, footer is fine on openttd.org
18:51:54  <planetmaker> no such separate footer on main, screenshots, developers,...
18:52:08  <TrueBrain> planetmaker: the difference is on subdomain level
18:52:20  <TrueBrain> bananas, security, servers, .. all the old HTML pages have this empty footer
18:52:28  <TrueBrain> www is ported, so we fixed those minor details too :)
18:52:34  <TrueBrain> logo linking non-existing, let me see ..
18:52:51  <TrueBrain> LOL .. where does it redirect to? Lol!
18:52:55  <TrueBrain> see, that is a bug :D
18:53:05  <TrueBrain> what else was there to unfold ..
18:53:12  <TrueBrain> no menu, yeah, new subdomain
18:53:21  <TrueBrain> guess it looks too much the same
18:53:32  <TrueBrain> for me, it is like saying that the menu disappears ifyou go to the wiki :D
18:53:39  <TrueBrain> not sure that is an easy fix ..
18:53:40  <TrueBrain> hmm
18:54:09  <TrueBrain> something simple one can do to make that less weird? (Compare it to clicking on Community)
18:57:18  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7254: Codechange: introduce a few unit tests https://git.io/fhb7X
18:57:19  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas closed pull request #7254: Codechange: introduce a few unit tests https://git.io/fhdMU
18:58:29  <DorpsGek_II> [OpenTTD/website] TrueBrain commented on issue #63: footer/header of servers.openttd.org https://git.io/fhb77
18:58:36  <TrueBrain> anything I missed?
18:59:09  <TrueBrain> and please PLEASE be more descriptive in issues :) This guessing game is fun, but we could do more efficient :P
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19:02:03  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7254: Codechange: introduce a few unit tests https://git.io/fhb7N
19:02:42  <nielsm> https://0x0.st/z-QT.png  I want to try this irl :P
19:04:45  <TrueBrain> okay, fixed most issues just mentioned
19:05:46  <DorpsGek_II> [OpenTTD/website] TrueBrain closed issue #63: footer/header of servers.openttd.org https://git.io/fhbXE
19:05:47  <DorpsGek_II> [OpenTTD/website] TrueBrain commented on issue #63: footer/header of servers.openttd.org https://git.io/fhb5f
19:08:15  <TrueBrain> and tnx _dp_ , for specifying "broken" :D Let me know if you find more issues!
19:08:21  <TrueBrain> (and also tnx nnyby :))
19:08:32  <Samu> I'm re-re-rewritting prevent town growth from blocking ships a 4th or 5th time
19:08:57  <Samu> peter1138, https://paste.openttdcoop.org/pbfwpiqdi
19:09:03  <Samu> can't make it simpler than that
19:10:17  <Samu> comments may need editing
19:10:22  <Samu> but the code
19:10:52  <Samu> is... shortest i can do
19:12:35  <Samu> passed the assert test, which means it works correctly
19:13:30  <Samu> tile_1, tile_2 don't exist anymore
19:13:39  <Samu> need to comment that out
19:19:33  <Samu> TrackStatusToTrackBits(GetTileTrackStatus(... can be simplified if I can call a function that is on ship_cmd.cpp
19:20:11  <Samu> GetTileShipTrackStatus
19:20:25  <Samu> is it worth doing it?
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19:27:31  <Beerbelott> Is there a possibility to generate a new game based on a downloaded heightmap on a dedicated server?
19:30:27  <Samu> now with GetTileShipTrackStatus https://paste.openttdcoop.org/pae1wjqpy
19:30:51  <Beerbelott> my bad, found https://github.com/OpenTTD/OpenTTD/issues/2155
19:32:42  <Samu> can't be static, right?
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19:34:09  <Samu> i'm updating anyway
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19:37:25  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhsRY
19:42:04  <Samu> you know what? the voronoi "failure" to match master, I've been thinking about it
19:42:29  <Samu> it is deleting the just created town with 0 population
19:43:01  <Samu> removing bridgues requires it to calc the closest town to get who owns it
19:43:34  <Samu> it actually makes sense that it gets the closest town "other than self"
19:43:47  <Samu> do you see what I mean?
19:44:10  <Samu> it's not a failure, it's actually solving 2 problems in 1 go
19:45:16  <Samu> it's solving this https://github.com/OpenTTD/OpenTTD/issues/7043
19:46:02  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7278: Fix 195fd0dc60: Sprite cache must still be cleared when using bitmap fonts. https://git.io/fhb5g
19:46:07  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7278: Fix 195fd0dc60: Sprite cache must still be cleared when using bitmap fonts. https://git.io/fhbP8
20:04:13  <Samu> kdtree could do similar
20:04:16  <Samu> nielsm,
20:24:11  <nielsm> a k-d tree is actually not very good at getting the 2nd or 3rd (or nth) nearest, only the absolutely nearest
20:24:34  <nielsm> or "any one approximately nearby" if you use an inaccurate lookup algorithm
20:24:54  <peter1138> I don't think the voronoi map is either?
20:25:03  <nielsm> but then you won't know if what rank it is in distance
20:25:04  <nielsm> nope
20:36:59  <_dp_> k-d can find k-nearest just fine
20:37:02  <_dp_> unlike voronoi
20:40:48  <nielsm> it can, but eventually it'll just degenerate into an inefficient quicksort
20:41:35  <_dp_> nielsm, well, sure, there is no beating quicksort in sorting
20:43:02  <_dp_> nielsm, when k ~= n there isn't much point talking about k-nearest in general
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21:03:03  <_dp_> oh, and I just understood why that voronoi initialization looked wrong
21:03:18  <_dp_> why do all that weird stuff when you can just bfs it in like 5 lines
21:07:13  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on issue #7059: Town name language choice affects number of towns / world population https://git.io/fhbd9
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21:26:00  <Samu> the town generator creates towns, and before they're added to voronoi, it is ensured it has more than 0 population
21:26:39  <Samu> the code that deletes 0 population towns will use CalcClosestTown
21:26:50  <Samu> but since this town is not yet on voronoi
21:27:38  <Samu> ... english
21:27:56  <Samu> CalcClosestTown won't see it
21:28:09  <Samu> it uses "outdated" data
21:28:30  <Samu> outdated with a purpose
21:29:00  <Samu> let me point to code
21:30:16  <Samu> https://github.com/OpenTTD/OpenTTD/pull/7120/files#diff-7cb08cdaf3c712e038974cf3b954fa43R1937
21:30:28  <Samu> could kdtree do something similar?
21:31:04  <Samu> or kdtree is not a database?
21:33:36  <_dp_> Samu, I meant BuildVoronoiDiagram and dozen of functions used by it
21:33:50  <_dp_> Samu, town hold is separate issue and can be done with any data structure
21:38:18  <Samu> must investigate how kdtree do its stuff
21:38:50  <nielsm> you should start with the wikipedia page then
21:38:54  <nielsm> if you want to know how it works
21:39:31  <_dp_> found this article recently https://gopalcdas.com/2017/05/24/construction-of-k-d-tree-and-using-it-for-nearest-neighbour-search/
21:39:40  <_dp_> didn't read it fully but looks good
21:41:39  <Samu> "That is O(n) complexity."
21:41:41  <Samu> not english
21:41:43  <Samu> :(
21:44:18  <_dp_> that's computer science :p
21:44:28  <nielsm> okay, two things: 1) got a desync playing beta3 on the #openttdcoop.nightly server
21:44:45  <peter1138> woo
21:44:47  <nielsm> 2) emergency netsave did not work as intended, it got me a save copy of the title game
21:44:56  <peter1138> Haha
21:45:02  <LordAro> oh dear
21:47:30  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh opened issue #7280: Emergency netsave on desync saves title game https://git.io/fhbFQ
21:48:25  <Samu> desyncs?
21:48:36  <_dp_> how did it even do that
21:48:47  <_dp_> oh, it probably loads title game and then saves it
21:49:45  <Samu> that article doesn't tell how are the points added
21:50:22  <peter1138> Maybe I blew up ships :p
21:50:29  <Samu> "How do we split the points?" :|
21:50:48  <Samu> i want an article that goes about "How do we add the points to kdtree"
21:50:54  <nielsm> Samu: the article assumes you know what a binary search tree is and how you construct one
21:51:09  <nielsm> and uses that basis to explain how to construct a multi-dimensional search tree
21:52:06  <peter1138> Probably just the usual NewGRF desyncs though.
21:52:21  <LordAro> "usual"
21:52:26  <Samu> instant ais?
21:54:06  <peter1138> LordAro, well... buggy newgrf. Hmm.
21:54:33  <peter1138> It's annoying that that is even possible :(
21:55:34  <planetmaker> buggy NewGRF?
21:55:42  <_dp_> yeah, how do you even bug a newgrfs to that extent?
21:55:55  <_dp_> shouldn't it run on vm and have same bugs both sides?
21:56:02  <planetmaker> There's FIRS. And IronHorse as the complex ones. Maybe FISH
21:56:36  <planetmaker> I could turn on the desync debugging...
21:56:38  <_dp_> though I remember some bug in cl that crashed ecs
21:56:59  <peter1138> _dp_, usually means some data that gets cached is different depending on circumstances.
21:57:05  <milek7> how are binary releases on mac generally done? (not necessarily about ottd)
21:57:09  <milek7> static linking, or including .so with app, or user installing necessary dependencies?
21:57:48  <peter1138> _dp_, so it's not a crash, but it results in different game-state.
21:57:53  <nielsm> combination of static linking and including non-system shared libraries in the app bundle
21:58:03  <peter1138> Difficult to find because you only have the one state locally.
21:58:23  <_dp_> peter1138, so you mean it's a vm bug basically?
21:58:46  <peter1138> If it was an actual VM, that'd be nice :/
21:59:28  <planetmaker> peter1138, and nielsm you wanna continue on the beta3 server? Then I can enable desync debugging server-side. And we might have the logs tomorrow... heading for bed myself now soonish, though
21:59:32  <nielsm> GRF programming really falls into the "esoteric language" category
21:59:53  <planetmaker> if no-one is going to continue there... I might enable it only tomorrow
22:00:06  <nielsm> I'm going to bed very soon
22:00:11  <peter1138> I'm still there.
22:00:15  <peter1138> But yeah, maybe not that much longer.
22:00:22  <peter1138> (When it gets to 2am, I'll change my mind)
22:00:42  <planetmaker> enabling means: save, enable desync debugging, loading the saved game so that initial state is known
22:01:07  <Samu> _town_kdtree.Insert(t->index);
22:01:10  <Samu> nice
22:01:17  <planetmaker> and spamming the HDD with... loads of logs and saves
22:01:25  <Samu> gonna experiment inserting towns later
22:01:29  <peter1138> planetmaker, have you got space? :D
22:02:56  <planetmaker> 7G space on the VM. Should suffice
22:03:46  <peter1138> Whether it'll help is another matter...
22:04:23  <planetmaker> if it happens quickly, it's possible to replay it. If it takes long... it's a PITA
22:05:07  <planetmaker> nielsm, did you do anything in between to your settings before you re-joined?
22:07:35  <Samu> oops, i broke kdtree :|
22:08:55  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh opened issue #7281: Group selection not enabled in livery window when creating first group https://git.io/fhbbZ
22:09:13  <nielsm> planetmaker no
22:09:57  <Samu> i give up
22:11:19  <LordAro> today on "Samu randomly plays with something he doesn't understand"
22:11:23  <Samu> nielsm, can you do the equivalent of this https://github.com/OpenTTD/OpenTTD/pull/7120/files#diff-7cb08cdaf3c712e038974cf3b954fa43R1937 on your kdtree?
22:12:08  <Samu> HoldNextAddTownToKdTree();
22:13:25  <Samu> to solve the bridge issue
22:19:40  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7254: Codechange: introduce a few unit tests https://git.io/fhbbw
22:23:51  <Samu> https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=1499&view=logs&jobId=4a3434b8-8791-51e7-989a-90d44cb4c0c6&taskId=0a2eebfc-e253-58ad-0639-c8f2ae2e7bcd&lineStart=578&lineEnd=579&colStart=1&colEnd=1
22:23:55  <Samu> what is this error?
22:24:10  <Samu> windows builds, linux fail
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22:25:04  <LordAro> linux errors are a bit unclear
22:25:06  <LordAro> /home/vsts/work/1/s/src/ship.h:61:18: warning: inline function 'GetTileShipTrackStatus' is not defined [-Wundefined-inline]
22:25:20  <LordAro> /home/vsts/work/1/s/src/ship.h:61:18: warning: inline function 'GetTileShipTrackStatus' is not defined [-Wundefined-inline]
22:25:48  <LordAro> https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=1499&view=logs&jobId=4a3434b8-8791-51e7-989a-90d44cb4c0c6&taskId=0a2eebfc-e253-58ad-0639-c8f2ae2e7bcd&lineStart=578&lineEnd=583&colStart=1&colEnd=41
22:25:52  <LordAro> better
22:27:49  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ
22:27:51  <planetmaker> why do my trains complain that they cannot find a way to a station when they wait in front of it (for longer time, but yes)?
22:28:49  <planetmaker> they should only, if there is no path...
22:28:56  <Samu> how come it's not defined in Linux but it is in Windows?
22:29:04  <peter1138> Train is lost messages?
22:29:14  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on issue #7059: Town name language choice affects number of towns / world population https://git.io/fhbbH
22:30:44  <Samu> gonna remove inline
22:31:11  <Eddi|zuHause> time for NoTowns?
22:31:41  <Eddi|zuHause> planetmaker: they turn around at red signal?
22:32:02  <Eddi|zuHause> planetmaker: and because now they're facing a dead end, they throw a message and turn back?
22:33:27  <Eddi|zuHause> (personally, i always disable turning around this way, because it never really solves any problems)
22:33:50  <Eddi|zuHause> (or, the kind of problems that it would solve are not appearing in my network designs anyway)
22:33:53  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhsRY
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22:37:49  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhbbh
22:44:58  <planetmaker> Eddi|zuHause, maybe... but it faced still the right direction when I looked
22:45:10  <planetmaker> by default it should be off :)
22:45:37  <Eddi|zuHause> not entirely sure about that...
22:46:12  <planetmaker> by my defaults
22:46:23  <planetmaker> openttd defaults... it probably is on
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22:46:55  <Eddi|zuHause> also, there might have been changes in that piece of code
22:49:27  <Samu> i created a server
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22:49:46  <peter1138> There was a timing change.
22:50:24  <peter1138> https://github.com/OpenTTD/OpenTTD/issues/7159
22:50:42  <peter1138> Maybe it's still not right?
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23:22:46  <planetmaker> my trains wait relatively long. Station in question is Diemelrode Meadows.
23:24:50  <planetmaker> anyway... good night :)
23:48:45  <FLHerne> LordAro: /ignore doesn't take long
23:51:42  <LordAro> FLHerne: i dislike incomplete output
23:52:11  <LordAro> besides, the linux failure messages on azure are genuinely a mess and hard to understand

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