Times are UTC Toggle Colours
00:00:13 <peter1138> Happy new month! 00:00:55 <Eddi|zuHause> dangit, i missed the moment to congratulate my brother for his non-birthday 00:01:18 <drac_boy> heh its still feburary here :-s 00:01:45 <Eddi|zuHause> well, there'll be a real birthday next year 00:02:14 <Eddi|zuHause> we hope, since it's so hard to find factors of big numbers. 00:09:42 <Samu> got the crash test results 00:10:21 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7302: Change: make crash chance at short runway independent of plane crash … https://git.io/fhAtG 00:12:41 <Samu> the cheat description is wrong now 00:13:25 <Samu> "Jetplanes will not crash (frequently) on small airports" 00:13:39 <Samu> they won't crash at all now 00:14:32 <Samu> oh wait, nvm 00:14:42 <Samu> only for plane_crashes = 0 00:16:58 <Samu> this means in multiplayer servers, large airplanes will always crash even if the setting is none 00:17:05 <Samu> devious 00:17:41 * drac_boy watches samu make a 737 burn into ash? :p 00:18:37 <Samu> it's basically my 1 making into 0 00:19:18 <Samu> "None" perhaps needs renaming then? 00:23:09 <Samu> what about those guys who actually want a real "non" 00:23:12 <Samu> what about those guys who actually want a real "none" 00:29:12 <Eddi|zuHause> what about those people? they can either use a NewGRF that sets all planes to be "small", or they can enable the cheat in addition to setting at 0 00:29:42 <Beerbelott> That's counter-intuitive 00:29:43 <Eddi|zuHause> or alternatively, a NewGRF that sets all airports to be "large" 00:30:04 <Beerbelott> Setting at 0 has an implicit meaning... which is not the case here 00:30:18 * drac_boy would love to see a 737 land at the dirt runaway on the small airport :-p 00:31:53 <Eddi|zuHause> Beerbelott: everybody important i know already believed that that's what the setting already meant 00:33:26 <Eddi|zuHause> i also just learned that the crash chance depends on the aircraft's top speed as well, as the chance is rerolled every tick that the plane is above taxiing speed 00:33:48 <Samu> in multiplayer you can't cheat 00:37:12 <Samu> None needs renaming now 00:37:14 *** Thedarkb-T60 has quit IRC 00:37:50 <Samu> there are some AIs that were actually checking this setting to decide whether to buy large airplanes for small airports 00:37:54 <Samu> rip 00:38:36 <Samu> i think AIAI 00:38:41 <Samu> or DictatorAI 00:39:22 <drac_boy> have fun with airplanes and empty birthdays anyway .. off here 00:39:26 *** drac_boy has left #openttd 00:42:10 *** Thedarkb-T60 has joined #openttd 00:48:14 <Samu> i hate newgrfs being the solution to problems :| 00:53:22 <Eddi|zuHause> it's not an empty birthday. it's a nonbirthday 00:53:29 <Eddi|zuHause> as in, one that doesn't exist 00:55:56 <Samu> no, doesn't look like it's AIAI, must check DictatorAI 00:59:26 *** supermop_Home has quit IRC 01:03:56 *** snail_UES_ has joined #openttd 01:12:59 *** Thedarkb-X40 has joined #openttd 01:20:00 *** Thedarkb-T60 has quit IRC 01:31:31 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 01:35:30 *** Wormnest has quit IRC 01:35:48 *** HerzogDeXtEr has joined #openttd 01:38:57 *** octernion has joined #openttd 01:41:30 *** HerzogDeXtEr1 has quit IRC 01:42:26 *** octernion has quit IRC 01:43:09 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhAqW 01:46:07 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhAq8 01:46:29 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7298: Fix multiplayer emergency save https://git.io/fhAq4 02:03:09 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhAq2 02:03:17 <Beerbelott> Eddi|zuHause: Thx to ur xkcd link, I navigate from one to another, stumbled upon https://xkcd.com/1818/ and ended up watching/reading about Rayleight scattering, colour perception, light polarization theories and applications..... 02:42:40 *** Thedarkb-X40 has quit IRC 02:45:05 *** Beerbelott has left #openttd 03:03:38 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 approved pull request #7225: Add: Various AI/GS functions that may be useful. https://git.io/fhAmk 03:07:04 *** HerzogDeXtEr has quit IRC 03:13:50 *** D-HUND has joined #openttd 03:17:09 *** debdog has quit IRC 03:22:17 *** Supercheese has quit IRC 03:22:38 *** Supercheese has joined #openttd 03:30:36 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7094: Fix #7088: Retrieve an appropriate name for a non-existant AI/GS when displaying a textfile https://git.io/fhAmZ 03:34:42 *** supermop_Home_ has joined #openttd 03:35:04 <supermop_Home_> yp 03:35:05 <supermop_Home_> yo 03:36:36 *** snail_UES_ has quit IRC 03:51:33 *** snail_UES_ has joined #openttd 03:52:05 *** tokai has joined #openttd 03:52:05 *** ChanServ sets mode: +v tokai 03:59:06 *** tokai|noir has quit IRC 04:02:35 *** Samu has quit IRC 04:35:59 *** glx has quit IRC 04:46:09 *** sla_ro|master has joined #openttd 04:46:51 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ 05:00:09 *** sla_ro|master has quit IRC 05:18:33 *** supermop_Home_ has quit IRC 06:23:27 *** snail_UES_ has quit IRC 06:28:12 *** nielsm has joined #openttd 06:32:02 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7298: Fix multiplayer emergency save https://git.io/fhAYo 06:32:35 *** andythenorth has joined #openttd 06:36:47 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7286: Add #2155: newheightmapgame command https://git.io/fhAY1 06:36:53 *** keoz has joined #openttd 06:42:01 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7225: Add: Various AI/GS functions that may be useful. https://git.io/fhAYS 06:43:29 <andythenorth> o/ 06:43:44 <nielsm> and now off to work, bye again! 06:49:27 *** Supercheese has quit IRC 06:49:48 *** Supercheese has joined #openttd 06:51:48 *** nielsm has quit IRC 07:17:43 <peter1138> ok 07:38:09 <andythenorth> why are running costs so high on the coop server 07:38:11 <andythenorth> it's weird 07:38:21 <andythenorth> setting is 'low' 07:38:39 <andythenorth> but Horse run costs are 3x what I get locally with 'medium' 07:45:47 <peter1138> Well 07:46:31 <peter1138> inflation is on 07:46:55 <peter1138> Apparently it is impossible to make money with it on, but it seems not. 07:47:18 <andythenorth> so it is 07:47:26 <andythenorth> haven't used that for years 07:47:37 <andythenorth> Horse Feature: Works With Inflation 07:47:46 <andythenorth> Lies! 07:55:40 <andythenorth> yeah inflation nerfed all my freight trains 08:02:52 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7225: Add: Various AI/GS functions that may be useful. https://git.io/fhAmk 08:02:53 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7225: Add: Various AI/GS functions that may be useful. https://git.io/fh7Gz 08:03:04 <Eddi|zuHause> with inflation for 170 years,, running costs are about 5 times higher relative to income 08:11:05 <peter1138> Yeah it's not be 170 years year :) 08:11:08 <peter1138> *yet 08:30:06 *** andythenorth has quit IRC 08:56:46 <peter1138> *been 09:01:12 <planetmaker> moin 09:01:43 <planetmaker> hangars need a "sort by size" filtering. For on small airports I don't want to build big planes 09:01:58 <planetmaker> and I have to read each plane's text to know whether it is small or big 09:02:59 *** andythenorth has joined #openttd 09:03:01 <peter1138> Hmm. 09:04:32 *** APTX has quit IRC 09:10:14 <andythenorth> really? 09:28:31 <Eddi|zuHause> i agree 09:29:25 <Eddi|zuHause> a similar step would be, in a train depot, to only show electric engines 09:30:00 <Eddi|zuHause> not sure how to make that sensibly usable with newgrf railtypes 09:33:21 <peter1138> https://github.com/OpenTTD/OpenTTD/pull/7302 09:33:46 <peter1138> What does this achieve? 09:34:02 <peter1138> (And why is there a giant table with no other notes in the omments...) 09:34:13 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7302: Change: make crash chance at short runway independent of plane crash … https://git.io/fhAsu 09:34:31 *** HerzogDeXtEr has joined #openttd 09:37:55 <Eddi|zuHause> how do i link a to revision/hash? 09:40:47 <peter1138> Just write the hash. Full or abbreviated, it will work it out. 09:41:05 <Eddi|zuHause> ah, ok 09:45:04 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7302: Change: make crash chance at short runway independent of plane crash … https://git.io/fhAsS 09:53:32 *** andythenorth has quit IRC 09:54:19 *** Supercheese has quit IRC 10:02:03 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7302: Change: make crash chance at short runway independent of plane crash … https://git.io/fhAGO 10:02:55 <Eddi|zuHause> i hope that makes it a bit clearer what everyone wanted to achieve 11:01:20 <peter1138> So you change "plane crashes: none" to be "plane crashes: none except large aircraft on small airports" 11:02:06 <Eddi|zuHause> something like that, yes 11:02:54 <peter1138> And samu just adds that as an additional option. 11:02:59 <Eddi|zuHause> i'm a bit hesitant on that, because it feels like too wordy for the settings list 11:03:01 <peter1138> But you also increase the chance. 11:03:23 <peter1138> (for reduced) 11:03:30 <Eddi|zuHause> yes 11:34:42 *** andythenorth has joined #openttd 11:41:11 *** Beerbelott has joined #openttd 11:55:11 <andythenorth> hmm 12:03:15 <DorpsGek_II> [OpenTTD/OpenTTD] GabdaZM commented on pull request #7250: K-d tree data structure for spatial lookups https://git.io/fhAnE 12:15:22 <DorpsGek_II> [OpenTTD/OpenTTD] Berbe commented on pull request #7286: Add #2155: newheightmapgame command https://git.io/fhAnM 12:20:06 <peter1138> Hi. 12:20:10 <peter1138> Nearly lunch time. 12:20:35 <andythenorth> that was ages ago 12:21:33 <peter1138> Well... not fo me. 12:22:03 <peter1138> +r 12:32:23 <peter1138> I ate my mini-salad. 12:39:24 <andythenorth> I ate wheat-free toast 12:39:26 <andythenorth> it's crap 12:39:29 <andythenorth> I had some more 12:39:30 <andythenorth> still crap 12:40:22 <peter1138> I've got a Lancashire oven bottom muffin. Which is actually just a soft white roll... 12:41:35 <peter1138> Crazy Lancastrians, I guess. 12:57:10 <andythenorth> FIRS Furniture Factory, what does it produce though? 13:02:38 <peter1138> Sales. 13:03:03 <andythenorth> what cargo unit for that? o_O 13:03:20 <andythenorth> and is the plural DFS? 13:03:22 <andythenorth> or DFSS 13:21:35 <Eddi|zuHause> don't make the cargo label IKEA :p 13:22:22 <planetmaker> 5 pieces = 1 furniture :P 13:26:02 <andythenorth> IKEA is a great label 13:26:29 <andythenorth> anything that starts "don't..." is hard to resist 13:26:47 <Eddi|zuHause> yes, i relalized :p 13:29:21 <planetmaker> it definitely would be a cargo label which is remembered easily 13:31:12 <andythenorth> it is a scandi economy also 13:34:28 *** Flygon has quit IRC 13:53:20 *** snail_UES_ has joined #openttd 13:57:21 *** Gustavo6046 has quit IRC 14:00:28 *** Extrems has quit IRC 14:02:26 *** Extrems has joined #openttd 14:05:40 <Eddi|zuHause> looks like space engineers isn't going to run under wine :/ 14:05:51 *** snail_UES_ has quit IRC 14:11:47 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7302: Change: make crash chance at short runway independent of plane crash … https://git.io/fhAWq 14:14:55 *** Samu has joined #openttd 14:23:10 *** nielsm has joined #openttd 14:26:39 <Samu> omg these warnings are so pointless! 14:26:41 <Samu> https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=1552&view=logs&jobId=4a3434b8-8791-51e7-989a-90d44cb4c0c6&taskId=0a2eebfc-e253-58ad-0639-c8f2ae2e7bcd&lineStart=269&lineEnd=270&colStart=1&colEnd=1 14:27:49 *** synchris has joined #openttd 14:31:55 *** HerzogDeXtEr1 has joined #openttd 14:33:02 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7290: Change: Disallow taking over AI companies in multiplayer https://git.io/fhNDM 14:33:44 *** supermop_work has joined #openttd 14:33:49 <supermop_work> yo 14:35:03 <Eddi|zuHause> no. they're not pointless. you just don't understand them 14:38:04 *** HerzogDeXtEr has quit IRC 14:40:53 <Samu> I lost count how many times I've had to fix parenthesis 14:41:02 <Samu> and none of them changed anything 14:46:25 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save. https://git.io/fhHI1 14:48:46 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7190: Fix #7188: AI instance crash when reloading AI in a server, and an AI… https://git.io/fh9jW 14:51:10 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7184: Change: Distribute cargo to multiple stations or industries https://git.io/fh9lr 14:51:24 *** Gumle2 has joined #openttd 14:56:37 <peter1138> They certainly do. 14:57:11 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7286: Add #2155: newheightmapgame command https://git.io/fhAlG 14:58:13 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7167: Reset ai gs non anchored settings https://git.io/fhSgq 14:59:04 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7286: Add #2155: newheightmapgame command https://git.io/fhAln 14:59:29 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7286: Add #2155: newheightmapgame command https://git.io/fhAlc 15:03:44 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7104: Fix #5405: Aircraft could route to depots outside their range https://git.io/fhKsL 15:05:17 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7290: Change: Disallow taking over AI companies in multiplayer https://git.io/fhAlR 15:05:32 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7094: Fix #7088: Retrieve an appropriate name for a non-existant AI/GS when displaying a textfile https://git.io/fhrqY 15:08:33 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7078: Feature: Raise a corner of land automatically when building aqueducts https://git.io/fhgwk 15:10:24 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7073: Feature: Generate lock ready rivers upon world generation https://git.io/fhuqz 15:16:19 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7073: Feature: Generate lock ready rivers upon world generation https://git.io/fhAlH 15:19:28 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7290: Change: Disallow taking over AI companies in multiplayer https://git.io/fhAld 15:23:42 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7250: K-d tree data structure for spatial lookups https://git.io/fhAlh 15:23:56 *** Alberth has joined #openttd 15:23:57 *** ChanServ sets mode: +o Alberth 15:24:13 <Alberth> hola 15:24:18 <nielsm> yow 15:26:50 <Samu> the variable names? 15:26:54 *** Gumle2 has quit IRC 15:27:03 <Samu> I have no other way 15:27:17 <Samu> what kind of names do you want 15:27:46 <Samu> https://user-images.githubusercontent.com/43006711/51443637-e06e7500-1ce3-11e9-9e55-c0d46e22a86a.png 15:28:50 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7250: K-d tree data structure for spatial lookups https://git.io/fhA8t 15:29:03 <DorpsGek_II> [OpenTTD/website] Eddi-z updated pull request #58: Monthly Dev Post of March 2019 https://git.io/fh5n2 15:29:13 *** sla_ro|master has joined #openttd 15:29:21 <Eddi|zuHause> probably a bunch of mistakes in that... 15:30:39 *** Gabda has joined #openttd 15:31:57 <peter1138> What is it even for? 15:32:23 <peter1138> Hmm. 15:32:28 <Eddi|zuHause> dunno, but lots of times people told us "there's nothing going on because there's no news on the website" 15:32:43 <peter1138> So it's going to the website. I didn't realise it was still the first one, as it's... now March. 15:33:33 <Eddi|zuHause> yes, we should probably finalize it and publish it... anyone volunteering? :p 15:34:01 <peter1138> 7141 is likely to make 1.9 I think. 15:34:16 <peter1138> LOL 15:34:23 <peter1138> No, that's an error. It's not 7141. 15:35:45 <Samu> how would you name my variables? 15:35:49 <peter1138> It's 7147, Eddi|zuHause 15:36:16 <peter1138> Not like that Samu. 15:36:32 <Gabda> hi 15:36:49 <Eddi|zuHause> uups 15:37:35 <Samu> :| 15:37:40 <DorpsGek_II> [OpenTTD/website] Eddi-z updated pull request #58: Monthly Dev Post of March 2019 https://git.io/fh5n2 15:37:58 <Samu> the screenshot with the variable positions won't help? 15:38:01 <peter1138> Mmm, Oreo cookie... 15:38:33 <Samu> because I don't know of a better way to name them 15:39:20 <Eddi|zuHause> so who wanted to do that merged-PR-list? LordAro? 15:39:43 <Samu> tile_delta_middle_delta_side 15:39:58 <Samu> tile_2times_delta_middle_delta_side? 15:40:05 <Samu> this big names? 15:40:18 *** Gustavo6046 has joined #openttd 15:44:51 <DorpsGek_II> [OpenTTD/website] Eddi-z updated pull request #58: Monthly Dev Post of March 2019 https://git.io/fh5n2 15:49:56 *** Wormnest has joined #openttd 15:52:06 <DorpsGek_II> [OpenTTD/website] Eddi-z updated pull request #58: Monthly Dev Post of March 2019 https://git.io/fh5n2 16:00:23 <Beerbelott> Oh OK I got something about command-line switches... loading compressed files is not supported 16:00:32 <Beerbelott> like u can do through the GUI 16:00:50 <Beerbelott> Can't those behaviours be unified? 16:01:03 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7250: K-d tree data structure for spatial lookups https://git.io/fhA4I 16:03:30 <Eddi|zuHause> Beerbelott: huh? any more details? 16:08:57 <Gabda> nielsm: it seems like a nice idea 16:09:29 <Gabda> this doesn't require much caching, and can calculated really fast 16:09:37 <Gabda> *be 16:10:05 <nielsm> I just had to check one thing: https://0x0.st/z-hp.png 16:10:38 <nielsm> if a town builds roads that are nearer to another town, and you then build a road stop on those roads, which town will the road stop belong to? 16:10:44 <nielsm> answer: owner of the road 16:11:57 <Beerbelott> Eddi|zuHause: I downloaded ~/.openttd/content_download/scenario/Fallout_123_game_map_scenario-4.tar 16:11:57 <Beerbelott> When trying to load that w/ CLI switch -g, it failed 16:12:10 <LordAro> Eddi|zuHause: didn't we decide a merged pr list wasn't worth it? 16:12:14 <Beerbelott> uncompressing the \.scn file in the tar archive did the trick 16:12:24 <Eddi|zuHause> LordAro: i haven't been part of that conversation 16:12:42 <Beerbelott> Although, ingame, you can load the scenario from the GUI file explorer w/o uncompressing it 16:13:33 <Eddi|zuHause> Beerbelott: the game treats the tar like a directory and scans the files inside the tar, so you need some syntax to specify the file inside the tar 16:13:52 <Beerbelott> Ah 16:14:23 <Eddi|zuHause> dunno if that exists 16:14:50 <Eddi|zuHause> nielsm: was that always the case, or is that some change you did? 16:15:01 <Beerbelott> Tried openttd -g Fallout_123_game_map_scenario-4.tar/Fallout_1_2_3_T_Game.scn to no avail 16:15:11 <nielsm> Eddi|zuHause I did not touch that 16:15:51 <Eddi|zuHause> Beerbelott: there are probably subfolders inside the tar 16:17:13 <Beerbelott> Oh yeah right I'm dumb 16:17:17 <Beerbelott> ofc there is 16:18:26 <Beerbelott> Well Fallout_123_game_map_scenario-4.tar/Fallout_123_game_map_scenario-4/Fallout_1_2_3_T_Game.scn failed too, and this time the path, considering the tar archive as a dir, is correct 16:18:39 <LordAro> Eddi|zuHause: well, if you feel like picking through the list for notable stuff, https://gist.github.com/LordAro/371e1f357854ae18f90f84caf16839a8 is a list of all PRs merged since 02/01 16:18:39 <nielsm> yes this is profitable :D https://0x0.st/z-hJ.jpg 16:18:56 <LordAro> (in markdown form) 16:19:15 <Beerbelott> Oh my! Found it! 16:19:23 <Beerbelott> You need not to specify the tar 16:19:33 <Beerbelott> openttd -g Fallout_123_game_map_scenario-4/Fallout_1_2_3_T_Game.scn works 16:19:49 <Beerbelott> but that means you know the contents of the tar archive... 16:20:48 <LordAro> one imagines that if you can use commandline flags, you can also run `tar tf foobar.tar` 16:20:49 <Eddi|zuHause> yeah, but a tar file could contain more than one scenario. while bananas downloads won't, the game could happily process manually created ones 16:21:16 <Eddi|zuHause> so you can't just substitute a tar file with the files in it 16:21:33 <Eddi|zuHause> and expect the game to do any sane thing with it 16:23:05 <Beerbelott> the tar contains: https://paste.debian.net/hidden/e83f9aff/ 16:23:22 <Beerbelott> I tried to use the name in the title, did not work 16:23:33 <Beerbelott> sad, since that's sth available from console 16:23:52 <Beerbelott> could help to have a similar interface on cli as on console 16:24:05 <Beerbelott> at least for file lists 16:28:53 <nielsm> Gabda: I just looked into what it would take to have "nearest town" in that concept show which station would be joined if one would (without using Ctrl distant join), and it looks like it would be very annoying to do :) 16:29:12 <nielsm> (so if you had any ideas in that direction, probably just leave them at the idea stage) 16:29:39 <peter1138> So, er... 16:30:04 <Eddi|zuHause> LordAro: that list collapses to about 8 pretty quickly 16:31:39 <Eddi|zuHause> <LordAro> one imagines that if you can use commandline flags, you can also run `tar tf foobar.tar` <-- you're forgetting https://xkcd.com/1168/ 16:35:12 <peter1138> I guess k-d tree is always going to be slower than direct map storage. 16:35:34 <nielsm> peter1138 yeah, it's still a tree traversal 16:35:50 <nielsm> it mainly wins on memory usage and possibly being cheaper to rebuild 16:35:58 <Gabda> nielsm: until your kd-tree is not merged, I don't plan to build anything on top of that 16:36:28 <peter1138> 100ms is quite a lot :/ 16:36:33 <DorpsGek_II> [OpenTTD/OpenTTD] Berbe dismissed a review for pull request #7286: Add #2155: newheightmapgame command https://git.io/fhN7v 16:36:34 <DorpsGek_II> [OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command https://git.io/fhNZl 16:36:52 <nielsm> Gabda, this could be built on top of just CalcClosestTownFromTile and nothing else :) 16:37:38 <peter1138> Hmm, I should add town roads to my catchment visualisation? 16:37:56 <Gabda> but 100 ms is lot only if you have to repeat it often 16:38:48 <Samu> Santa Margarida de Terrabaixa South? 16:39:05 <Samu> if it's Terrabaixa, it doesn't need South 16:39:33 *** Gumle2 has joined #openttd 16:39:38 <Samu> baixa already implies it's towards south 16:39:48 <nielsm> there's about 2100 tiles visible on a 1920x1080 display at default zoom 16:40:22 <nielsm> Samu tell that to the Catalan town name generator 16:40:46 <Gabda> i corrected the number of tiles, as the multiplication sign disappeared from my post 16:40:51 <nielsm> (I'm using it because it generates very long names) 16:41:03 <Samu> ah, it's part of the town name 16:41:06 <Samu> nevermind then 16:41:15 <Gabda> wheb max zoomed out,it is about 2x256x256 16:41:43 <nielsm> 131k tiles 16:41:52 <nielsm> ouch :) 16:41:52 <Gabda> yes 16:42:19 <peter1138> I should get myself a 5K screen to test on ;) 16:42:30 <nielsm> so looking up for an 81 tile area (9x9) would be essentially zero cost 16:43:24 <Gabda> yes, you could spam that 16:43:59 <Gabda> even if you have to calc the borders there 16:44:26 <Eddi|zuHause> LordAro: do we have a changelog anywhere that we could link? 16:45:36 <Alberth> usually next to the latest release 16:46:50 <Eddi|zuHause> Alberth: but is that uptodate for the betas? 16:47:23 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7073: Feature: Generate lock ready rivers upon world generation https://git.io/fhABZ 16:48:32 <Alberth> I'd expect up to date to the release :) 16:48:48 <nielsm> this sounds sick :D https://0x0.st/z-hG.MP3 16:49:05 <nielsm> result of a sound canvas not properly reset after something else messed with some parameters 16:49:22 <Alberth> Unless someone is now tracking updates of the betas, I don't think it exists 16:49:25 <nielsm> especially past the 1 minute mark 16:51:14 <Gabda> so t is a bug or a feature? :) 16:51:22 <Gabda> *is it 16:51:44 <nielsm> working as designed :P 16:52:13 <DorpsGek_II> [OpenTTD/website] Eddi-z updated pull request #58: Monthly Dev Post of March 2019 https://git.io/fh5n2 16:52:48 <nielsm> also working as designed, I think: https://i.imgur.com/pSru55e.mp4 16:52:57 <Eddi|zuHause> i guess the bridge thing isn't in the beta? 16:53:43 <DorpsGek_II> [OpenTTD/website] Eddi-z updated pull request #58: Monthly Dev Post of March 2019 https://git.io/fh5n2 16:54:07 <Eddi|zuHause> we might need to rephrase that a bit, any suggestions? 16:54:55 <nielsm> ponies? participate yourself? 16:55:58 <Eddi|zuHause> nielsm: always delegate the work to someone else :p 16:56:08 <supermop_work> haha 16:56:25 <LordAro> Eddi|zuHause: beta3 changelog is uptodate with beta3, yes :) 16:57:37 <Eddi|zuHause> well, i guess i failed at the delegation part today :p 16:59:43 <peter1138> So... 16:59:52 * LordAro wonders if the nightly changelog being blank is known about 16:59:54 <peter1138> I should delegate my patch making to someone else. 17:00:01 <peter1138> Then I'd be able to approve them ;p 17:00:20 <peter1138> Also, it's 17:00 17:00:27 <Eddi|zuHause> no, it's 18:00 17:00:32 <peter1138> See you on the other side. 17:01:29 <DorpsGek_II> [OpenTTD/website] LordAro updated pull request #58: Monthly Dev Post of March 2019 https://git.io/fh5n2 17:01:32 *** Gabda_ has joined #openttd 17:02:44 *** glx has joined #openttd 17:02:44 *** ChanServ sets mode: +v glx 17:03:29 <Samu> who's an expert at giving variable names? 17:03:35 <Samu> need help 17:04:26 *** Progman has joined #openttd 17:04:32 <Eddi|zuHause> that is some strange comma placement... 17:05:46 <LordAro> Eddi|zuHause: the idea is that the bit in the middle could be removed and the sentence still works 17:05:49 <LordAro> like parens 17:06:02 <Samu> in the meantime I'm testing ship penalties 17:06:19 <Eddi|zuHause> yeah, it just feels very... unnatural 17:06:55 <Eddi|zuHause> like you're adding a breathing pause to a place that doesn't really need one 17:07:24 <Eddi|zuHause> maybe my breathing pattern is off :p 17:07:28 <DorpsGek_II> [OpenTTD/website] LordAro updated pull request #58: Monthly Dev Post of March 2019 https://git.io/fh5n2 17:07:56 <LordAro> Eddi|zuHause: yeah, commas probably aren't necessary at all 17:08:03 <LordAro> (parenthetical commas, if you want to google) 17:08:27 *** Gabda_ has quit IRC 17:08:33 <nielsm> nasty tricks? https://blogs.msdn.microsoft.com/oldnewthing/20190301-00/?p=101065 17:09:12 <Samu> wow 17:09:23 <Samu> peter1138, I think the 90 degrees penalty need to be smaller 17:09:26 <Eddi|zuHause> i'm not sure if any grammar guides agree with me, but i always think of "and if" as more like a single functional word, so i have some hesitations to put a comma between them 17:10:57 <Samu> https://imgur.com/UWpbKhK ship wants to go to depot 17:11:04 <Samu> after exiting docks 17:12:52 <Samu> unless that's the intention for 180 degrees 17:13:04 <Samu> avoids two 90 degrees altogether 17:13:12 <Eddi|zuHause> with my comma placement the hierarchical structure of the sentence feels more like "A A A A, B B B B, C C C C" whereas yours is more like "A A A A B, C C C, B B B B" 17:14:38 <Samu> ah i see 17:14:42 <Samu> you mimic rail penalty 17:16:47 <Samu> i'm testing 500 17:17:07 <Samu> makes 1 90 degrees turn, then two 45 turns 17:17:51 <Samu> with 600 it completely avoids 90 degrees, takes the long path with 45 turns 17:23:34 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7289: Add: Configurable ship curve penalties (YAPF) https://git.io/fhARJ 17:28:36 <Eddi|zuHause> nielsm: that is some truely deep magic 17:29:35 <glx> it's clearly magic indeed 17:34:03 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7271: Cleanup: Ships can always make 90° turns (it's even realistic) https://git.io/fhARC 17:34:04 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh closed pull request #7271: Cleanup: Ships can always make 90° turns (it's even realistic) https://git.io/fhbmz 17:34:39 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7289: Add: Configurable ship curve penalties (YAPF) https://git.io/fhARW 17:35:22 <DorpsGek_II> [OpenTTD/DorpsGek-github] pyup-bot opened pull request #24: Scheduled monthly dependency update for March https://git.io/fhAR4 17:35:24 <DorpsGek_II> [OpenTTD/DorpsGek-github] pyup-bot commented on pull request #22: Scheduled monthly dependency update for February https://git.io/fhARB 17:35:25 <DorpsGek_II> [OpenTTD/DorpsGek-github] pyup-bot closed pull request #22: Scheduled monthly dependency update for February https://git.io/fhSvB 17:36:16 <DorpsGek_II> [OpenTTD/DorpsGek-irc] pyup-bot opened pull request #19: Scheduled monthly dependency update for March https://git.io/fhAR0 17:36:18 <DorpsGek_II> [OpenTTD/DorpsGek-irc] pyup-bot commented on pull request #18: Scheduled monthly dependency update for February https://git.io/fhARE 17:36:19 <DorpsGek_II> [OpenTTD/DorpsGek-irc] pyup-bot closed pull request #18: Scheduled monthly dependency update for February https://git.io/fhSvu 17:45:44 <Samu> Gabda, nielsm are you doing anything about signs? AIs spam signs and they can slow down a lot when too many 17:46:40 <Gabda> nielsm's kdtree will solve that 17:46:49 <Samu> oh cool 17:47:07 <Samu> they create and remove really often 17:47:20 <Samu> the so called pathfind debug signs 17:47:44 *** Gumle2 has quit IRC 17:48:01 <nielsm> well I'm not sure if it will be a performance hit to have them added/removed from the viewport sign index all the time 17:48:08 <nielsm> since that might trigger some bad rebuilding 17:51:51 <Samu> AIAI is a good sign spammer if you enable AI debug settings and set up all debug signs options 17:52:32 <LordAro> TrueBrain: you should fix up those DorpsGek_II dependencies :p 17:54:30 *** Gumle2 has joined #openttd 17:55:30 <Samu> just having the Sign list window open, i get slowdowns 17:56:14 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 17:56:36 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh requested changes for pull request #7261: Add: Road vehicle path cache. https://git.io/fhAR7 18:11:48 <Samu> where do i post sign slowdowns? 18:11:52 <Samu> issue? 18:12:25 <nielsm> it's no more an issue than having a ton of stations is an issue 18:12:56 <nielsm> either makes drawing viewports slow because of viewport signs 18:13:05 <Samu> waiting for the ai to create 64000 signs 18:13:08 <Samu> then i post 18:15:40 <Samu> hmmm loks like it wont reach 64000 18:18:01 <Samu> 4.2 seconds stall each time is added 18:18:13 <Samu> ok 61700 signs, ought to be enough 18:21:58 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened issue #7303: AI Sign List slowdowns the more signs there are https://git.io/fhA0k 18:23:57 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on issue #7303: AI Sign List slowdowns the more signs there are https://git.io/fhA0q 18:24:56 *** andythenorth has quit IRC 18:28:55 <FLHerne> Eddi|zuHause: If this is about "and if all goes according to plan", LordAro's commas are right :P 18:29:27 <Eddi|zuHause> FLHerne: i didn't question that, but they still feel strange 18:29:43 *** gelignite has joined #openttd 18:29:51 <FLHerne> The original ones are definitely wrong, but would be also-right if the second one was dropped 18:29:58 <FLHerne> English :D 18:31:11 <Eddi|zuHause> i'm fairly sure i'd be having the same discussion if it were a german text 18:43:26 *** HerzogDeXtEr has joined #openttd 18:46:37 <Samu> found the problem! QSortT(this->data, this->items, compare, desc); 18:46:46 <Samu> this is where the stalls come from 18:50:24 *** HerzogDeXtEr1 has quit IRC 18:51:09 <Samu> gee 70 seconds in debug mode 19:02:51 <peter1138> Samu, 17:09 < Samu> peter1138, I think the 90 degrees penalty need to be smaller 19:03:01 <peter1138> Samu, suggest a value :) 19:03:24 <Samu> 500 looked about right, i posted a screenshot in the topic 19:03:24 <peter1138> It probably wants to be smaller. 19:04:00 <peter1138> 57897 signs... yeah that'll be slow. 19:05:10 <Samu> FormatString is what's slowing donw 19:05:20 <Samu> then some Deque 19:05:25 <Samu> whatever deque is 19:05:50 <peter1138> deque is a stack-type thing. 19:06:08 <Samu> called by formatstring 19:06:30 <peter1138> Hmm. Possibly for the colour changing stuff. 19:08:05 <Samu> 95% of the time 19:08:46 <Samu> GetString(buf, STR_SIGN_NAME, lastof(buf)); 19:08:54 <Samu> on SignNameSorter 19:09:54 <Samu> doesn't look like it's QSortT afterall 19:09:55 <peter1138> What if you close the sign-list window? 19:10:04 <Samu> then it runs fine enough 19:10:17 <peter1138> SignNameSorter is called by QSort, so... 19:12:10 <Samu> https://imgur.com/Nl7JD43 19:12:17 <nielsm> what if QSortT is replaced with std::sort 19:12:31 <nielsm> (it can't be replaced 1:1 but it should be possible) 19:14:08 <peter1138> Which AI created that many signs? 19:14:22 <peter1138> I think maybe we should just limit it :p 19:15:31 <Eddi|zuHause> 5000 trucks, 5000 trains, 5000 signs? 19:15:59 <Samu> AIAI 19:16:05 <Eddi|zuHause> (per company) 19:16:06 <Samu> while pathfinding 19:16:33 <Samu> the limit is 64000 19:16:37 <Samu> it nearly reached it 19:16:42 <Samu> on the first train route 19:16:56 <peter1138> Are they debug signs? 19:16:58 <Samu> yes 19:17:06 <peter1138> Oh. 19:17:12 <peter1138> So who cares? 19:17:18 <Samu> hmm :( 19:18:44 <peter1138> Placing signs is going to slow down the pathfinding massively. 19:18:52 <nielsm> how about if the number of signs that would be on the list is larger than (example) 5k then just don't sort it and don't offer the option to sort it 19:19:16 <Samu> https://imgur.com/c8x9dTx 19:19:23 <Samu> AIAI likes debug signs 19:19:42 <peter1138> nielsm, I'm thinking something like I did for station catchment... 19:19:54 <peter1138> nielsm, keep the sorted list around and just do a sorted insert. 19:20:37 <nielsm> do we need to add global signal event handlers? "OnNewSignCreated" etc 19:20:56 <peter1138> No what have invalidate window data for that. 19:20:57 <peter1138> *we 19:21:22 <nielsm> how will you know which sign was new then, to insert it in the gui's sorted list? 19:21:23 <peter1138> Also that window should not bother doing anything if it's rolled up. 19:21:40 <peter1138> invalidate window data takes parameters :) 19:22:16 <peter1138> You invalidate a specific class/type of window with whatever user data you want. 19:22:35 <peter1138> I think it only takes an integer, but only because nobody ever needed to extend it. 19:22:41 <peter1138> But that's enough for a sign id 19:25:14 <Samu> sorted insert, interesting 19:25:26 <Samu> what about the opposite? 19:25:28 <Samu> sorted remove? 19:25:45 *** cHawk has joined #openttd 19:25:53 <nielsm> if the list is sorted then you can do a binary search in it to find the item index to remove 19:26:54 <nielsm> peter1138: have you fixed the circling road vehicles yet? :) 19:28:53 *** octernion has joined #openttd 19:29:14 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7261: Add: Road vehicle path cache. https://git.io/fhAEt 19:29:58 *** frosch123 has joined #openttd 19:30:02 <peter1138> nielsm? 19:30:36 <nielsm> see the review I left on your rv path caching 19:30:39 <peter1138> Ok 19:30:45 <peter1138> That's weird. 19:31:26 <peter1138> However I just put some sausages in the oven, and I'm now nursing a beer. 19:32:18 <nielsm> I should get myself some fluids too 19:32:48 *** supermop_work has quit IRC 19:34:09 <peter1138> That sign window does a sort periodically. I guess that's probably not necessary. 19:36:12 <Samu> gonna try release build instead, brb 19:38:43 <peter1138> Damn it, FFWD is too fast :-) 19:40:39 <Samu> it continues to be FormatString and Deque stuff 19:40:52 <peter1138> That's not the real problem. 19:41:16 <nielsm> FormatString is because it's.... preparing text for being displayed 19:41:18 <nielsm> surprise! 19:41:19 <peter1138> They are using CPU time purely because they are being called a lot during the sort operation. 19:41:37 <peter1138> Not display, just sorting :-) 19:41:46 <peter1138> Display is perfectly fine. 19:42:00 <peter1138> Maybe if you have a big enough screen to see 50,000k signs in the list at once... 19:42:08 <peter1138> Even then, that's probably okay. 19:42:42 <peter1138> I wonder if it's possible to just sort on the sign text and ignore the format string. 19:42:55 <peter1138> I mean, signs don't have a default value do they? 19:43:16 <nielsm> nope 19:43:24 <nielsm> strings can only have user entered text 19:43:29 <nielsm> signs can* 19:43:45 <nielsm> and there is no localisation on them 19:44:20 <peter1138> That should be a lot faster. 19:44:39 <peter1138> I'll try it quickly :-) 19:45:14 <nielsm> but why is it using a deque? 19:45:31 <Samu> it's inside FormatString 19:45:44 <nielsm> oh the deque is used by formatting? 19:45:50 <peter1138> nielsm, colour changes are stack-based. 19:45:54 <nielsm> ah 19:45:58 <peter1138> It's a very small stack. 19:46:04 <peter1138> But because it's called so often... 19:46:13 <nielsm> but it's a stack not a queue 19:46:23 <nielsm> so a vector would better 19:46:33 <peter1138> std::stack is a stack 19:46:51 <nielsm> that's an adapter for something else isn't it... 19:47:03 <Samu> https://imgur.com/a/3jFhqCV 19:47:12 <peter1138> std::stack<const char *> str_stack; 19:47:14 <Samu> Deque_alloc 19:47:28 <peter1138> std::stack is implemented with a std::deque, I think. 19:47:31 <nielsm> but the main use case for std::deque should be if you need to add/remove elements from the front of the collection 19:47:53 <peter1138> It's a stack... 19:47:59 <nielsm> exactly 19:48:05 <nielsm> hence deque sounds really wrong 19:48:10 <peter1138> Sorry, what are you getting at? 19:48:35 <peter1138> http://www.cplusplus.com/reference/stack/stack/ 19:48:36 <nielsm> use use std::vector::push_back(), std::vector::back() and std::vector::pop_back() 19:48:45 <peter1138> ^ it uses std::deque internally. 19:48:59 <nielsm> I don't understand why STL does that then 19:49:40 <nielsm> when going down to micro-optimisations, vector is usually preferable to deque 19:50:39 <peter1138> You can change std::stack to use a std::vector 19:50:41 <nielsm> maybe try std::stack<T, std::vector<T>> 19:50:42 <nielsm> yeah 19:51:13 <peter1138> Annoying, I can't get AIAI to pathfind :p 19:51:24 *** supermop_work has joined #openttd 19:51:32 <peter1138> Only 962 signs 19:52:16 *** Wormnest has quit IRC 19:52:37 <peter1138> Ah, it doesn't use trains unless there's industries... 19:54:00 *** supermop_work_ has joined #openttd 19:54:42 <peter1138> Hmm, I wonder how colour codes will affect it. 19:54:58 <peter1138> Can there even be sigh codes in a sign? 19:55:57 <peter1138> Okay, I need to turn off lto :-) 19:57:39 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7304: Codechange: Need need to buffer and format sign strings, they are C-style strings to start with https://git.io/fhAE9 19:57:42 <peter1138> Samu, ^^ try that. 19:57:57 <peter1138> Erm, that should be NO need. .. 19:58:42 <peter1138> Of course, Samu is probably engrossed in trying to find out why FormatString is so slow... 19:58:50 <peter1138> Samu, Samu Samu 19:58:59 <peter1138> These sausages smell nice. 19:59:04 <peter1138> Hickory smoked :-) 20:01:41 *** supermop_work has quit IRC 20:02:56 <nielsm> okay so there _is_ a default sign name 20:02:59 <nielsm> which is STR_DEFAULT_SIGN_NAME 20:03:08 <nielsm> and it will be used if sign->name is NULL 20:03:55 <nielsm> it's probably worth ignoring that case 20:05:53 <nielsm> or perhaps worth handling it specially... 20:06:42 <peter1138> Yeah. 20:06:54 <peter1138> FormatString will be copying characters and validating stuff everywhere. 20:06:56 <nielsm> what I really do not get is this: https://github.com/OpenTTD/OpenTTD/blob/master/src/strings.cpp#L1489-L1491 20:07:09 <nielsm> it formats a string using the format string that just copies a raw string 20:07:27 <nielsm> so those three lines are an extremely expensive way of doing strdup 20:07:38 <nielsm> or just strncpy 20:07:52 <peter1138> Fix it ;) 20:07:57 <peter1138> Not with those functions though. 20:08:18 <peter1138> There's a specific custom one for copying strings that uses lastof rather than lengthof. 20:08:26 <nielsm> strecpy 20:09:48 <nielsm> https://github.com/OpenTTD/OpenTTD/blame/b0ac529a6ff4e087520a14d2a0169f445952e7e0/src/strings.cpp#L1397 20:09:54 <peter1138> Ok, it's slowing down now 20:09:54 <nielsm> it used to be strecpy 20:09:57 <peter1138> 20k signs. 20:10:25 <peter1138> Who the heck did that... 20:10:56 <peter1138> Of course, samu running it in a debug compile wouldn't help. 20:11:06 <nielsm> https://github.com/OpenTTD/OpenTTD/commit/102f811d0277afefe5c90762c0c4cc11ab69713c 20:11:08 <peter1138> I'm seeing ~20ms with 21k signs. 20:11:24 <nielsm> I don't understand what that has to do with needing everything to go through FormatString 20:11:43 <nielsm> oh... resolving ScriptText objects? 20:11:45 <nielsm> uh 20:11:52 <nielsm> it can be weird objects like that? 20:15:24 <peter1138> 26k signs, 23ms 20:16:24 <peter1138> Hmm, a sorted insert for strings could keep a cache of where to start for specific characters. 20:17:28 <peter1138> Oops, the AI crashed :-) 20:21:48 <nielsm> ping TrueBrain, do you remember why this is necessary? https://github.com/OpenTTD/OpenTTD/commit/102f811d0277afefe5c90762c0c4cc11ab69713c#diff-092f781c0aa511f59b98d34ec6f5cb9eL1208 20:22:13 <nielsm> (it's only been 7 years and change!) 20:23:06 *** octernion has quit IRC 20:25:59 *** andythenorth has joined #openttd 20:26:07 <andythenorth> yo 20:26:13 <supermop_work_> yo yo yo 20:35:51 <peter1138> Yeah, mega-stalls with the sign list open without the 'fix' 20:36:38 <peter1138> If there are control codes in the string, they will still be there when it is formatted, right? 20:36:48 <peter1138> Otherwise they'd have no effect, heh. 20:37:03 <peter1138> I guess we should handle the null case. 20:40:48 <nielsm> ok, looking further through this I really don't see a way e.g. a sign name could become a non-real char pointer 20:41:24 <nielsm> ScriptSign::SetName specifically has whatever Text object it receives decoded into a plaing C string 20:54:19 <LordAro> nielsm: looks like it might be a find & replace thing 21:08:54 *** gelignite has quit IRC 21:09:47 *** Alberth has left #openttd 21:11:23 <TrueBrain> nielsm: poeh, daring question there :D 21:13:32 <TrueBrain> I think it was to avoid styles leaking through, but ...... not really sure :P 21:15:36 <TrueBrain> not even sure why it is in that commit, tbh 21:16:46 *** kiwitree has joined #openttd 21:19:24 <Eddi|zuHause> so, did we release the blog post yet? 21:19:42 <LordAro> 2.5 hours left until the file needs to be renamed :p 21:20:15 <nielsm> I should maybe get derail valley? 21:20:26 <peter1138> Maybe. 21:22:29 <peter1138> Hmm, strange, the pathfinder has a trackdir for a tile which has no junction on it. 21:22:54 <TrueBrain> so merge it, and release a new version of the website (after you seen the merge land on staging and it looked fine, ofc) 21:23:06 <TrueBrain> nielsm: I got the logs around that time, let me read what we wrote about that patch .. 21:23:32 <Eddi|zuHause> don't forget to add a new temp file (that we linked to at the bottom) 21:23:47 <TrueBrain> after the merge, yes 21:24:49 <DorpsGek_II> [OpenTTD/website] LordAro updated pull request #58: Monthly Dev Post of March 2019 https://git.io/fh5n2 21:25:21 <andythenorth> pipemania? o_O 21:26:19 <DorpsGek_II> [OpenTTD/website] LordAro updated pull request #58: Monthly Dev Post of March 2019 https://git.io/fh5n2 21:27:44 <peter1138> Got a test GRF for #7147? 21:27:47 <TrueBrain> nielsm: even after reading the conversations around that time, nobody asked anything about that part :P It was part of a 40-patch commit 21:28:15 <TrueBrain> seems I had issues with a few things: UTF-8 (seems unrelated), AI that did {} in strings (pissing off the formatter), and "getting it to work" 21:28:23 <TrueBrain> so yeah, no clue :D I tried! 21:28:27 <peter1138> It doesn't look obivously wrong, and it's not "wrong" just pointless, I think :-) 21:29:21 <DorpsGek_II> [OpenTTD/website] LordAro approved pull request #58: Monthly Dev Post of March 2019 https://git.io/fhAzo 21:29:24 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7304: Codechange: No need to buffer and format sign strings, they are C-style strings to start with https://git.io/fhAzK 21:29:28 <LordAro> i'm happy with it now 21:30:17 <TrueBrain> my personal IRC logs only date back to sept 2012 .. so I don't know if there were any PMs about this :P 21:30:36 *** Gabda has quit IRC 21:32:19 <DorpsGek_II> [OpenTTD/website] TrueBrain merged pull request #58: Monthly Dev Post of March 2019 https://git.io/fh5n2 21:34:53 <peter1138> Oh dear, this camembert has pink patches... might be time to throw it... 21:35:47 <DorpsGek_II> [OpenTTD/website] TrueBrain opened pull request #65: Add: Monthly Dev Post of April 2019 https://git.io/fhAzy 21:37:47 <TrueBrain> nielsm: the more I think about it, the more I think it was to avoid control codes to leak through; possibly not for all entries, but things like President Name, etc. But I might be completely off here :) For sure it is a weird commit, but given it was in a chain of 40, I can imagine some shortcuts were taken :D 21:37:53 <TrueBrain> owh well, enough cycles spend on this :D 21:38:22 <TrueBrain> https://www.staging.openttd.org/ <- holy crap, that news article looks ugly 21:38:41 <DorpsGek_II> [OpenTTD/website] LordAro updated pull request #65: Add: Monthly Dev Post of April 2019 https://git.io/fhAzy 21:38:47 <nielsm> to me it looks almost opposite, like it would allow user-entered strings to contain insert codes 21:38:53 <LordAro> TrueBrain: oof 21:39:31 <TrueBrain> nielsm: the RAW_STRING thingy should prevent that, not? Owh well, no clue :P 21:39:35 <TrueBrain> talking shit, properly 21:39:49 <peter1138> Does RAW_STRING strip stuff, or just copy? 21:39:59 <peter1138> Okay, this brie is looking better. It's just white. 21:40:12 <TrueBrain> LordAro: even if I remove the screenshot and give the space to the post, it looks VERY ugly 21:40:32 <TrueBrain> but better, at least 21:40:44 <TrueBrain> well, it would look like this: 21:40:44 <TrueBrain> https://www.staging.openttd.org/news/2019/03/01/monthly-dev-post.html 21:40:49 <TrueBrain> possibly we just need a <more> button 21:41:31 <LordAro> mm, not great 21:41:36 <LordAro> site redesign, anyone? :D 21:41:51 <TrueBrain> yeah ... 21:42:08 <TrueBrain> for now, what we can do, is to add a "read more" button, where we only have the first alinea on the front page? 21:42:20 <LordAro> that'll help, i think 21:42:35 <peter1138> Uhm... is it okay to stuff a trackdir and a tile into a 32bit int? 21:42:57 <nielsm> tile is 24 bit 21:43:02 <nielsm> TileIndex 21:43:13 <nielsm> afaik 21:43:14 <peter1138> Until someone wants 8192x8192 maps ;( 21:43:37 <LordAro> peter1138: for what purpose? :p 21:43:45 <peter1138> road vehicle path cache. 21:44:06 *** Supercheese has joined #openttd 21:44:22 <peter1138> Needed to detect if the path is invalid. 21:44:36 <peter1138> Hmm, maybe I could store segment length. 21:44:42 <LordAro> i feel bitstuffing shouldn't be done unless there's a demonstrateable performance increase 21:44:59 <Eddi|zuHause> sounds over the top to me 21:45:15 <peter1138> LordAro, it's saveloaded, and can only be a single value unless I rewrite SLDEQUE. 21:45:41 <LordAro> oh, we're talking saveload here, rather than "at runtime" ? 21:45:46 <peter1138> Both? 21:46:00 <peter1138> It's a value that is saved. 21:46:17 <peter1138> The saveload code doesn't handle a struct at this point. 21:46:17 <Eddi|zuHause> i don't think the runtime layout should be dictated by saveload 21:46:45 <LordAro> i think this is a separate question, but why are the caches saveloaded? why aren't they just regenerated on load? 21:46:49 <Eddi|zuHause> i'd rather update the saveload code 21:47:09 <peter1138> LordAro, server would need to invalidate its caches when it saves, which is a bit weird. 21:47:15 <Eddi|zuHause> LordAro: map might have changed? 21:47:45 <LordAro> doesn't have to invalidate them? just doesn't save them in the first place 21:47:57 <peter1138> Huh? 21:48:08 <LordAro> why would it need to invalidate its caches? 21:48:09 <peter1138> It has a cache, if they're not saved, it has to invalidate its local copy. 21:48:13 <glx> TrueBrain: is it ok to add some debugging messages in cmake to see the detected includes and libraries in the CI ? 21:48:16 <peter1138> It's a pathfinder result. 21:48:25 <Eddi|zuHause> LordAro: after loading on the client, the client must recreate the exact same cache state as the server. 21:48:41 <Eddi|zuHause> LordAro: since the situation is different now, that cannot be guaranteed 21:48:53 <LordAro> ah, right 21:49:44 <peter1138> It's more important for RVs than ships, as well. 21:49:52 <peter1138> Towns are adding/removing road pieces all the time. 21:49:56 <TrueBrain> glx: of course; no need to ask these things :) 21:50:35 <glx> oh and I opened some PRs on your branch ;) 21:51:43 <peter1138> Hmm, actually 21:52:02 <Samu> oh, sorry, I was dinner 21:52:04 <peter1138> I could make RoadVehPathCache be a struct containing two std::deques. 21:52:22 <dwfreed> /99/99 21:52:25 <dwfreed> whoops 21:52:47 <TrueBrain> glx: I noticed 21:52:53 <Eddi|zuHause> really, i'd rather work on extending the saveload 21:52:59 <TrueBrain> owh, we didn't mention CMake in dev post 21:53:01 <TrueBrain> pfft 21:53:13 <LordAro> TrueBrain: well, it's still on staging... :p 21:53:19 <LordAro> quick! 21:53:41 <TrueBrain> meh, for next month 21:53:46 <TrueBrain> possibly we can even ask people to test it by then 21:53:55 <Eddi|zuHause> that sounds like a better idea :p 21:53:56 <DorpsGek_II> [OpenTTD/website] TrueBrain opened pull request #66: Add: "read more" link for large posts on the frontpage https://git.io/fhAgI 21:53:57 <TrueBrain> first, this 21:54:18 <TrueBrain> and someone needs to enable: remove whitespace on save 21:54:21 <TrueBrain> as seriously 21:54:24 <TrueBrain> wasting bytes like that 21:55:15 <LordAro> oh nice, it's built into jekyll 21:55:23 <LordAro> i was wondering where the functionality was :p 21:55:45 <TrueBrain> Jekyll has a lot of stuff .. just not everything is very easy to find :) 21:55:50 <DorpsGek_II> [OpenTTD/website] LordAro approved pull request #66: Add: "read more" link for large posts on the frontpage https://git.io/fhAgq 21:56:12 <Samu> ok let me test 21:59:09 <TrueBrain> glx: no clue if you see the comment I placed in https://github.com/TrueBrain/OpenTTD/commit/f898fc47e50a02254f1faef011ce28e886f90c21#diff-6c4220ff222e950b7c210e6af12900a2R1 21:59:19 <DorpsGek_II> [OpenTTD/website] TrueBrain merged pull request #66: Add: "read more" link for large posts on the frontpage https://git.io/fhAgI 21:59:34 <peter1138> Hmm, need to make a new test save now :) 21:59:40 <TrueBrain> glx: but I cannot believe if that commit really works :P 21:59:54 <LordAro> peter1138: we definitely need to collect these test saves together 22:00:43 <TrueBrain> glx: ah, it indeed doesn't work :P Bad glx, not testing before pushing :D 22:01:14 <TrueBrain> glx: one thing that might be nice to know: it is often better to remove your build directory with cmake; because of its cache, otherwise you might not spot amistake you made, because your cache fixes it :) 22:01:21 <TrueBrain> just as a "good to know" :) 22:02:22 <peter1138> LordAro, it's only because I changed the saveload now. Two deques so that I don't have to bitstuff. 22:02:26 <peter1138> A little ugly. 22:02:54 <peter1138> I'll probably revert it once I figure out the correct incantation of yapf. 22:02:58 <Eddi|zuHause> how do i see that "read more" link in action? 22:02:58 <LordAro> it was more of a general comment 22:03:06 <LordAro> Eddi|zuHause: wait until staging updates 22:03:30 <Eddi|zuHause> does it take this long? 22:03:38 <LordAro> ¯\_(ツ)_/¯ 22:03:39 <TrueBrain> clearly, it does 22:03:42 <TrueBrain> I mean .. 22:03:45 <LordAro> "Platform/MINGW64_NT-10.0 to use this system, please send your config file to cmake@www.cmake.org so it can be added to cmake" 22:03:48 <LordAro> well that's disappointing 22:03:51 <TrueBrain> but yeah, it just hit staging 22:04:02 <TrueBrain> LordAro: :o 22:04:10 <TrueBrain> update cmake? :P 22:04:17 <LordAro> literally just installed it :p 22:04:23 <TrueBrain> okay, it is a lot better now (frontpage) 22:04:32 <TrueBrain> installing doesn't mean you cannot update it 22:04:38 <TrueBrain> you might have installed a VERY old version :P 22:05:04 <TrueBrain> everyone okay with staging like this? 22:05:25 <LordAro> :+1: 22:05:37 <TrueBrain> Eddi|zuHause? 22:06:03 <LordAro> TrueBrain: nope, still on 3.13 22:06:45 *** synchris has quit IRC 22:06:46 <Eddi|zuHause> it's probably fine, the first paragraph could have been a bit more elaborate with that in mind, but... it's good enough i guess 22:06:55 <TrueBrain> for next month! :) 22:07:00 <LordAro> ah i see, i've installed the wrong version 22:07:00 <TrueBrain> tagged 22:07:04 <TrueBrain> will be on production in a jiffy 22:07:18 <TrueBrain> possibly good to post this on twitter and tt-forums too 22:07:21 <TrueBrain> (CC planetmaker) 22:08:06 <Samu> wow must faster indeed 22:08:23 <TrueBrain> that's what she said 22:08:29 <Samu> gonna wait for 60k signs 22:09:15 <Samu> already sensing the stalls at 9k signs, 60 ms 22:10:40 <Samu> 170 ms at 20k signs 22:10:48 <Samu> that's 6 fps :( 22:12:15 <peter1138> Yes, it's still slow, but it's much faster. 22:12:56 <TrueBrain> planetmaker: possibly nice if you can put https://www.openttd.org/news/2019/03/01/monthly-dev-post.html on twitter? :D 22:13:03 <TrueBrain> someone else can make a tt-forums post :) 22:13:12 <TrueBrain> @all: https://www.openttd.org/news/2019/03/01/monthly-dev-post.html :) 22:13:52 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 22:14:15 <Samu> it's becoming unbearable at 37k signs 22:14:24 <Samu> mouse movement ... :( 22:15:48 <peter1138> Yeah so the issue is sorting it is slow, just because sorting is slow. 22:15:58 <glx> LordAro: it works here I just use 'cmake -G"MSYS Makefiles" ..' from the mingw terminal 22:16:28 <Samu> isn't there insert sort? 22:16:34 <Samu> ok 22:16:37 <nielsm> Samu is that a debug or a release build? because I imagine a debug build can make a recursive algorithm like quicksort quite bad 22:16:41 <LordAro> glx: yeah, i just had to install the mingw version, rather than the msys version 22:16:53 <Samu> release build, but still attached to visual studio 22:16:54 <LordAro> and then make a small modification as i don't have timidity installed 22:16:59 <peter1138> Samu, non-rect-catchment has that. 22:17:27 <Samu> let me detatch 22:17:34 <glx> LordAro: the timidity error is fixed now (was a mistake in my previous commit) 22:17:40 <LordAro> hehe 22:17:42 <peter1138> But it is probably not appropriate. 22:17:59 <peter1138> That's a std::set, which may well be slower. 22:18:12 <Samu> didn't make a difference 22:18:18 <peter1138> Doesn't matter there, no town has 37k stations near it :p 22:18:36 <peter1138> Someone will probably prove me wrong there. 22:19:19 <LordAro> glx: version string being broken is known, right? 22:19:20 <Samu> oh snap, pathfinder found a way 22:19:22 <Samu> no more signs 22:19:31 <glx> on the CI ? 22:19:32 <TrueBrain> LordAro: "broken", how lovely verbose :) 22:19:42 <glx> because locally it works for me 22:19:44 <Samu> oh, still pathfinding, without deleting previous signs 22:19:50 <TrueBrain> what if more broke than he knows should be broken? :P 22:19:55 <LordAro> -- Version string: 20190301--gaf88160bf9 22:20:07 <TrueBrain> so on the CI there is no branch; that is known? 22:20:07 <TrueBrain> yes 22:20:08 <TrueBrain> :) 22:20:14 <LordAro> yeah, but this is locally 22:20:19 <TrueBrain> so you are a detached head 22:20:21 <TrueBrain> you peanut 22:20:22 <TrueBrain> :) 22:20:29 <LordAro> oh, so i do 22:20:32 <LordAro> how did that happen? 22:20:42 <TrueBrain> do you really want us to answer that? :D 22:20:51 <glx> because version stuff is a total conversion of findversion.sh based on your work 22:20:58 <TrueBrain> owh SNAP 22:21:04 <TrueBrain> shots fired 22:21:07 <Samu> 52,500 signs atm 22:21:09 <glx> most of it is just a direct copy paste ;) 22:21:19 <LordAro> :> 22:21:23 <TrueBrain> :D 22:22:19 <Samu> 55000 22:22:33 <Samu> poor AIAI 22:23:07 <LordAro> right, there we go 22:23:18 <LordAro> still broken because of SDL, but i can probably manage to fix that myself 22:24:04 <DorpsGek_II> [OpenTTD/OpenTTD] James103 commented on issue #7303: AI Sign List slowdowns the more signs there are https://git.io/fhAgX 22:24:08 <TrueBrain> SPAM: 22:24:09 <TrueBrain> GwydToday at 11:20 PM 22:24:09 <TrueBrain> The new NewGRF stuff sounds interesting 22:24:10 <TrueBrain> This section in particular: "This should allow for graphical changes like whether or not pantographs are raised. Ideally, you would not only be able to query the speed limit of the railtype, but a collection of all speed limits currently affecting the train (like bridges, curves, station approach, etc.) and whether the train has reached any of thes 22:24:10 <TrueBrain> e. If you have ideas how to use this in a set, please tell us." 22:24:10 <TrueBrain> So theoretically we could change things about the train based on its speed relative to the speed limit? 22:24:10 <TrueBrain> Like graphics, visual effects etc? 22:25:04 <TrueBrain> Also could you ask if it could query the speed limit imposed by the timetable? 22:25:28 <TrueBrain> andythenorth: I expect answers! :P 22:25:34 <peter1138> Timetables have speed limits? 22:25:36 <LordAro> @seen andythenorth 22:25:36 <DorpsGek> LordAro: andythenorth was last seen in #openttd 1 hour and 14 seconds ago: <andythenorth> pipemania? o_O 22:26:27 <andythenorth> pipemania 22:27:19 <TrueBrain> that is not a helpful answer andythenorth :( 22:27:37 <andythenorth> [I have nothing right now] 22:27:41 <Samu> about 612 ms stalls at 62,600 signs 22:27:44 * andythenorth reading dev post 22:27:48 <Samu> nearly reaching the limit 22:29:04 <Samu> no more stalls, AIAI is mad about not being able to place signs 22:29:23 <Samu> https://imgur.com/slPNS1T 22:30:19 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 22:31:33 <andythenorth> I don't see any MMO tank games mentioned there 22:31:43 <andythenorth> we should change that 22:31:52 <TrueBrain> but any clue about Gwyd's question ? 22:32:51 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7304: Codechange: No need to buffer and format sign strings, they are C-style strings to start with https://git.io/fhAgN 22:34:12 <Eddi|zuHause> andythenorth: there's still next month :p 22:34:30 <andythenorth> and a "drive the train" mode 22:34:55 <TrueBrain> I feel like andythenorth is ignoring me :P 22:35:03 <andythenorth> no I just don't know the answer :) 22:35:09 <TrueBrain> so who does! :P 22:35:14 <andythenorth> and I have been a good person for 5 days straight for $reasons 22:35:15 <TrueBrain> bad NewGRF nerd :P 22:35:19 <andythenorth> I am out of good :P 22:35:24 <TrueBrain> 5 whole days?! 22:35:26 <TrueBrain> holy crap 22:35:31 <TrueBrain> also on your dayjob? 22:35:35 <andythenorth> yeah family stuff and work 22:35:38 <andythenorth> both 22:35:42 <TrueBrain> holy mozy 22:35:48 <TrueBrain> I have not been a good boy at work :P 22:35:56 <TrueBrain> I always fail the second minute I am in the office 22:36:25 <Eddi|zuHause> you last that long? :p 22:36:40 <TrueBrain> yeah, the first minute I am picking up a coca cola from the fridge 22:36:43 <TrueBrain> so .. there is that 22:36:48 <andythenorth> ok so changing visual stuff, I don't know how often the vars are updated 22:37:01 <andythenorth> and timetables, I don't understand at all, they're just broken afaik 22:37:24 <andythenorth> Eddi|zuHause: how often are railtype vars updated? o_O 22:37:26 <TrueBrain> ghehe 22:37:36 <andythenorth> when tracktype changes? 22:37:40 <Eddi|zuHause> andythenorth: at least every time the railtype changes 22:38:00 <andythenorth> it's tracktype 22:38:03 <andythenorth> but yeah ok 22:38:06 *** nielsm has quit IRC 22:38:16 <andythenorth> railtypes have railtypes, but vehicles have tracktypes 22:38:21 <andythenorth> because $reasons 22:38:31 <Eddi|zuHause> sounds like the same word to me 22:38:35 <andythenorth> that doesn't catch me out every single time ever 22:38:53 <TrueBrain> SPAM: 22:38:54 <TrueBrain> GwydToday at 11:35 PM 22:38:54 <TrueBrain> I know how it could be used 22:38:55 <TrueBrain> Mainly just the rail speed limit and not speed limits specifically for bridges curves etc 22:38:55 <TrueBrain> In the UK freight trains or trains worked by locomotives (as opposed to multiple units) have lower speed limits in some instances 22:38:55 <TrueBrain> So it could just say like 22:38:56 <TrueBrain> Go a bit less than the speed limit 22:38:58 <TrueBrain> now I am done playing proxy 22:39:09 <andythenorth> yeah, where is Gwyd? 22:39:12 <TrueBrain> Discord! 22:39:16 <andythenorth> oh dear 22:39:22 <TrueBrain> so now you have to andythenorth! 22:39:25 <TrueBrain> you really do! 22:39:30 <peter1138> Just tell them to use IRC. 22:39:32 <andythenorth> do we all do push-to-talk? 22:39:42 <TrueBrain> push-to-talk-to-type 22:39:51 <andythenorth> speak-to-push 22:41:26 *** sla_ro|master has quit IRC 22:42:21 <andythenorth> issues 77, PRs 58 22:42:30 <andythenorth> the crossover gets closer 22:42:33 <TrueBrain> :D 22:42:56 <andythenorth> TrueBrain: give gwy this? https://github.com/OpenTTD/OpenTTD/pull/7000 22:43:05 <TrueBrain> he is going to post on the forums 22:43:13 <TrueBrain> I am not your guys monkey :P 22:43:27 <andythenorth> foo 22:43:28 <andythenorth> oof 22:43:30 <andythenorth> yoof 22:43:49 <TrueBrain> yoo 22:43:50 <TrueBrain> ooy 22:44:42 <TrueBrain> proxies the message andythenorth :) 22:45:48 <TrueBrain> peter1138: you are a silly goose :) 22:46:32 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhA2U 22:46:37 <peter1138> Not really. 22:46:46 <peter1138> So by "our discord" you meant the "reddit discord" 22:47:02 <TrueBrain> I never said "our" or "reddit" 22:47:11 <LordAro> hmm. https://github.com/OpenTTD/OpenTTD/blob/master/src/sdl.h#L18-L22 https://github.com/OpenTTD/OpenTTD/blob/master/config.lib#L1684 22:47:12 <peter1138> Tru. 22:47:12 <TrueBrain> but pm was pretty specific about it being the /r/openttd Discord 22:47:16 <glx> debug message and make verbose help a lot to find what's wrong 22:47:17 <peter1138> I've left now. 22:47:17 <LordAro> TrueBrain: any ideas why it was this way? 22:47:24 <peter1138> I can't be dealing with that :p 22:47:28 <TrueBrain> :D 22:48:08 <TrueBrain> glx: pro-tip, mark them as TODO with a comment next time :) Means we won't forget removing them ;) 22:48:15 <TrueBrain> and if they help, leave them in for now :) 22:48:21 <glx> sdl is dynamically loaded on windows 22:48:43 <glx> only headers are used, but not linked 22:48:43 <TrueBrain> LordAro: ^^ 22:48:54 <TrueBrain> but in more generic terms: don't use SDL on Windows 22:49:00 <TrueBrain> not sure why we support it, tbh 22:49:07 <peter1138> If I'm modifying YAPF code, should I stick to YAPF coding-style? :p 22:49:24 <LordAro> mm, can't remember why i installed it 22:49:27 <peter1138> SDL on Windows does work. 22:49:27 <Eddi|zuHause> peter1138: rewrite it with STL :p 22:49:32 <LordAro> to check tick rate, i think 22:50:00 <peter1138> So I fixed the RV path cache, but now it has two std::deques :( 22:50:06 <peter1138> One for trackdir, and one for tile. 22:50:08 <peter1138> It's a bit ugly. 22:50:13 <TrueBrain> LordAro: possibly we should just remove that line in our codebase 22:50:35 <LordAro> TrueBrain: which line? 22:50:40 <TrueBrain> the first link 22:50:58 <TrueBrain> euhm 22:51:01 <TrueBrain> no, it is more complicated 22:51:19 <LordAro> that whole block is only used on windows SDL 22:51:45 <TrueBrain> why do we special case SDL on Windows? 22:51:50 <TrueBrain> why not just do what we do with everything? 22:54:03 <TrueBrain> I am sure there are historical reasons 22:54:08 <TrueBrain> but possibly good to throw those overboard 22:54:26 <TrueBrain> so feel free to add to my branch a change that 'fixed' sdl.h LordAro :) 22:54:34 <LordAro> it's been that way as far back as i can be bothered to trace 22:54:45 <TrueBrain> so lets brake that status quo :) 22:54:55 <TrueBrain> I removed a lot of special casing 22:54:59 <TrueBrain> most of them are undocumented 22:55:11 <TrueBrain> so ... I removed them .. and if we add them again, we add them with comments etc 22:55:42 <TrueBrain> I remember in the old days we shipped SDL.dll next to openttd.exe 22:55:45 <TrueBrain> but it was annoying as fuck 22:56:03 <Eddi|zuHause> do we still have code to support morphos? :p 22:56:12 <TrueBrain> too many 22:56:40 <TrueBrain> a while back I removed a few OSes 22:56:47 <TrueBrain> but it was claimed someone was still maintaining MorphOS 22:57:06 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 22:57:43 <TrueBrain> andythenorth 22:57:45 <TrueBrain> GwydToday at 11:54 PM 22:57:45 <TrueBrain> Ok walls of text have been put up 22:57:45 <TrueBrain> Also @TrueBrain in that pull request people talk about 3rd rail sparks 22:57:45 <TrueBrain> Which I've done 22:57:45 <TrueBrain> Tell them 22:57:50 <TrueBrain> Also that discussion was a useful read 22:58:07 <andythenorth> ouch 22:58:07 <andythenorth> highly trained copy-paste artist 22:58:23 <TrueBrain> I AM A MONKEY 22:58:24 <TrueBrain> \o/ :D 22:59:14 <Samu> @calc 3378 / 580 22:59:14 <DorpsGek> Samu: 5.82413793103 22:59:27 <Samu> about 6 times faster 22:59:55 <peter1138> Aw crap, I changed the saveload format again... 23:00:01 <TrueBrain> OWH NO YOU DIDNT! 23:00:05 <LordAro> TrueBrain: https://github.com/OpenTTD/OpenTTD/blob/efaeb275f78e18d594d9ee8ff04eccd2dc59512c/sdl.c#L16-L110 turns out i could be bothered to go further back 23:00:07 <peter1138> OWH YES I DID 23:00:08 <LordAro> guess how far back 23:00:13 *** Gwyd has joined #openttd 23:00:30 <Gwyd> Am I... in? 23:00:32 <TrueBrain> LordAro: yeah, so it was from back in the days we shipped SDL.dll next to openttd.exe 23:00:39 <TrueBrain> Gwyd: that's ... what he said? 23:01:18 <TrueBrain> LordAro: so .. burn it with fire? 23:01:27 <peter1138> Gwyd came to the right place, nice. 23:01:47 <Gwyd> great I'm here so I read that pull request discussion and the "train state" thing seems like a more useful thing than being able to query/compare speed limits 23:01:59 <Samu> this is actually useful https://github.com/OpenTTD/OpenTTD/pull/7287 23:02:03 *** frosch123 has quit IRC 23:02:43 <Gwyd> i.e. asking if the train is accelerating, braking, trying it's best to stay at a speed or stopped (for different reasons) 23:02:49 <LordAro> TrueBrain: willdo 23:03:20 <TrueBrain> tnx LordAro :) 23:03:31 <Eddi|zuHause> Gwyd: yeah, it'll be a bit tricky extracting that information from the code, though 23:03:37 <TrueBrain> glx: seems like the same "bug" happens for freetype. It feels like pkg-config is going wrong here on OSX 23:04:01 <Samu> i can finally name my groups! 23:04:07 <Samu> once that is in 23:04:17 <Gwyd> Eddi: yeah, because a train may be slowing down, but only due to a hill or something 23:04:17 <Samu> without worrying about it being unique 23:04:30 <TrueBrain> glx: tomorrow I will fix the CI for Linux, so you can peak there too what happens :) 23:04:54 <peter1138> Samu, needs someone to review it. 23:04:56 <glx> well pkgconfig does the same for mingw, but at least all libs are installed in the same location 23:04:58 <peter1138> Alas, nobody cares ;) 23:05:25 <TrueBrain> glx: yeah .. possibly pkg-config for lzo is just broken or something 23:05:32 <TrueBrain> not sure .. needs more debugging :) 23:05:53 <Samu> btw Eddi|zuHause The cheated value is 21, not 0 23:05:55 <glx> for vcpkg detection use find method 23:06:09 <TrueBrain> vcpkg comes with CMake for every package, basically 23:06:12 <TrueBrain> but vcpkg patches it 23:06:13 <peter1138> Okay so the issue with saving the deque content is we have to know, in advance, at compile time, what the data type is. 23:06:15 <TrueBrain> so that is not a real surprise 23:06:19 <LordAro> TrueBrain: currently working out if i can get rid of sdl.cpp/h entirely 23:06:25 <TrueBrain> \o/ 23:06:31 <TrueBrain> anyway, time to get some sleep 23:06:35 <LordAro> nn 23:06:36 <peter1138> This is not possible with out sl_desc arrays. 23:06:39 <Samu> https://github.com/OpenTTD/OpenTTD/pull/7302#issuecomment-468611508 23:06:46 <glx> I meant for VS builds using vcpkg, our script use find method to detect lzo :) 23:06:51 <Samu> someone fix that table :O 23:07:03 <TrueBrain> glx: yes; vcpkg adds cmake files for every package you install 23:07:07 <Eddi|zuHause> peter1138: not sure i understand the problem 23:07:15 <TrueBrain> so every library installed with vcpkg, will be found by find() 23:07:28 <TrueBrain> but vcpkg patches that, if the library doesn't support it 23:07:42 *** Gwyd has quit IRC 23:07:49 <TrueBrain> glx: owh, you meant the other find() 23:07:53 <TrueBrain> sorry, too many finds in this world 23:07:56 <TrueBrain> that is really odd 23:08:02 <peter1138> Eddi|zuHause, because the type of the std::deque is a template, it has to be there at compile time. 23:08:03 <TrueBrain> as it should be a cmake :P 23:08:12 <TrueBrain> owh, findPackage() ofc 23:08:16 <TrueBrain> strange that is not working 23:08:30 <peter1138> But saveload stuff is detached and hidden behind layers. 23:08:35 <Eddi|zuHause> peter1138: so the saveload code must know the exact instantiation of the template? 23:08:37 <TrueBrain> anyway, really off now 23:08:41 <peter1138> Eddi|zuHause, yes. 23:08:48 <glx> -- LZO_INCLUDE_DIRS: D:/developpement/GitHub/vcpkg/installed/x64-windows-static/include 23:09:04 <glx> it works well :) 23:09:16 <Eddi|zuHause> so it must be put into some header somewhere 23:09:17 <peter1138> Eddi|zuHause, the only way is to teach the saveload code about every possible type that we want to saveload. 23:09:24 <peter1138> Some header, yeah, not quite. 23:09:31 <glx> no extra /lzo for VS 23:10:36 *** Flygon has joined #openttd 23:10:51 <peter1138> Eddi|zuHause, https://github.com/OpenTTD/OpenTTD/blob/master/src/saveload/saveload.cpp#L1320-L1344 23:11:08 <peter1138> Eddi|zuHause, each of those SlDequeHelper lines has a specific type. 23:11:50 <peter1138> Hmm, even then I don't think it would work. 23:12:23 <peter1138> Ah, SlSaveLoadConv() would have to know about the datatype. 23:12:48 <peter1138> Although that way it would only work up to uint64. 23:12:57 <peter1138> This saveload system is a bit ... baroque ;) 23:13:05 <Eddi|zuHause> so you need a SL_VAR_SOMESTRUCT and instantiate SlDequeHelper<SomeStruct>? 23:13:53 <peter1138> actually it would just be a custom SlDequeHelper than knows the contents the struct. 23:14:35 <peter1138> So... easier to have either 2 deques, or bitstuff it. 23:15:00 <Eddi|zuHause> i think we need to zoom out one or two levels before seeing how to properly fit this in there 23:15:20 <peter1138> Well there was an alternative :/ 23:15:40 <peter1138> Take it out of the sl_desc array and manually handle i. 23:15:41 <peter1138> *it 23:18:19 *** andythenorth has quit IRC 23:20:14 *** Gumle2 has quit IRC 23:26:35 *** kiwitree has quit IRC 23:30:58 <glx> the issue is in lzo source https://github.com/nemequ/lzo/blob/0083878c235a89ef96a009d1ff0b500f3a364e4b/lzo2.pc.in#L20 (unofficial mirror, but I check in the official src retrieved by vcpkg) 23:32:15 <glx> https://github.com/nemequ/lzo/blob/0083878c235a89ef96a009d1ff0b500f3a364e4b/doc/LZO.TXT#L190-L207 can't work with this pkg-config stuff :) 23:34:00 <peter1138> Hmm, so... 23:34:04 <peter1138> https://github.com/OpenTTD/OpenTTD/commit/7d4df70cf358b3aae00bac372529e707f8ee781a 23:34:07 <peter1138> ^^ bitstuffed 23:34:12 <peter1138> https://github.com/OpenTTD/OpenTTD/commit/5623489800d4705b120a659acf34e73fde78a32e 23:34:17 <peter1138> ^^ two separate deques. 23:35:36 <peter1138> ib4 use static arrays 23:35:42 <peter1138> Although actually... 23:36:11 <peter1138> Or is that "inb4" 23:38:04 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7261: Add: Road vehicle path cache. https://git.io/fhFw4 23:38:40 <Eddi|zuHause> i'm really unsure about either, but the bitstuffing one seems less future proof 23:39:53 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7261: Add: Road vehicle path cache. https://git.io/fhA2X 23:40:27 <peter1138> Hmm, I could use a union instead ;) 23:40:33 <peter1138> (Joke) 23:41:26 <LordAro> hmm, mouse is very flickery 23:41:31 <LordAro> built & linked though 23:43:23 <Eddi|zuHause> intuitively i think the SLE_DEQUE() stuff needs a nested struct decomposing it into SLE_UINT8/32 23:44:33 <peter1138> Yeah but that's just not possible with how that works. 23:45:09 <peter1138> Hmm, maybe a 3rd way :-) 23:46:37 <glx> LordAro: by default it's a debug buid, unless you configured with -DCMAKE_BUILD_TYPE=Release 23:46:57 <Eddi|zuHause> the whole saveload code screams "REWRITE ME WITH TEMPLATES" 23:47:03 <peter1138> Eddi|zuHause, yes. 23:47:29 <LordAro> glx: so the flickery seems to be the win32 video driver, nothing i did 23:47:40 <LordAro> but i definitely don't have debugging symbols 23:48:55 *** drac_boy has joined #openttd 23:49:21 <drac_boy> hi there 23:50:27 <drac_boy> not sure if its a localized word or not so much but anyway .. are tipper wagons basically flatcars-top or they're rather more dedicated (alike to tankers with minimal/no chassis) 23:50:55 <glx> and it's a dynamic build too, but that's ok for a local build 23:51:26 *** D-HUND has quit IRC 23:54:11 *** supermop_work_ has quit IRC 23:54:39 *** debdog has joined #openttd 23:54:54 *** debdog has quit IRC 23:54:59 *** debdog has joined #openttd