Log for #openttd on 4th March 2019:
Times are UTC Toggle Colours
00:00:12  <Eddi|zuHause> that is a bit of a problem, if you "hide" some cargos, you're not sure if the remaining cargos can be displayed on any given tile...
00:00:48  <peter1138> Station-cargo-storage.
00:01:02  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT)
00:01:12  <Eddi|zuHause> the station tile would have to provide a list of cargos to the distribution algorithm
00:01:20  <supermop_Home_> yeah i guess you could just make people build coal hoppers to see coal
00:01:40  <Eddi|zuHause> so you can mix bulk pile tiles with crate stack tiles
00:01:41  <supermop_Home_> people hoppers to see passengers
00:01:48  <peter1138> Soylent.
00:02:19  <supermop_Home_> Eddi|zuHause essentially ISR, but i think something between chips and ISR would be nice
00:02:28  <Eddi|zuHause> to prevent the distribution algorithm to assign the crate cargos to the bulk tiles
00:02:53  <Eddi|zuHause> and end up with empty tiles
00:03:38  <supermop_Home_> it would be nice if this algorithm could pick what tiles to get what class
00:03:49  <supermop_Home_> so you don't need to build them
00:04:36  <supermop_Home_> chips is nice in that you can quickly build a generic station of the size you need and it will look not too out of place
00:10:19  <m3henry> peter1138: I wasn't sure if those would still be wanted, so I left them. What do others think?
00:24:36  <Samu> is there anything wrong with the PR other than missing a description?
00:24:39  <Samu>
00:24:48  <Samu> just added a description w
00:27:35  <Samu> You're making me feel useless here :(
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00:53:23  <drac_boy> hi there
00:55:07  <drac_boy> are they generally independent of each others or could you somehow have an industry that has two outputs with the second one being always around 10% of the first one?
00:55:14  <drac_boy> its single input for the note
00:58:44  <supermop_Home_> i think FIRS steeltown slag works that way
00:59:43  <supermop_Home_> it might not be 10%, but blast furnace, arc furnace, and steel furnace all produce some small % of slag compared to the metal output
01:00:22  <drac_boy> hmm I'll see if I want to try sort out that source but thanks for the extra thought btw :)
01:01:59  <drac_boy> hows the homebound mop tonight btw?
01:02:15  <supermop_Home_> quite good
01:03:50  <drac_boy> doing ok here
01:07:51  * drac_boy just has a long messy industry list to sort :->
01:08:55  <peter1138> Surely you just need to announce big plans, get overwhelmed with the work required, ask other people to do it for you, and then leave the forums in a rage quit, optionally deleting/sabotaging everything you posted... No?
01:09:25  <drac_boy> hmm nope not even my type :)
01:09:43  * drac_boy actually is going start with a somewhat bare train release and add onto it over time
01:20:43  <Eddi|zuHause> opening 10 threads and requesting an own subforum sometimes helps?
01:21:32  * drac_boy will rather just post in the graphic dev section like everyone else
01:36:22  <drac_boy> anyway enjoy your day/night both of you
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07:06:21  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7324: Codechange: [C++11] Use override specifer for overriding member declarations
07:17:31  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7324: Codechange: [C++11] Use override specifer for overriding member declarations
08:20:55  <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7324: Codechange: [C++11] Use override specifer for overriding member declarations
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09:04:32  <peter1138> Hi
09:08:37  <m3henry> o/
09:17:31  <planetmaker> moin moin
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09:34:49  <peter1138> Well, VPS got rebooted :/
09:42:10  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7235: Change: Non-rectangular sparse station catchment area
09:56:06  <peter1138> Weird, forum says I have an unread post in Graphics Development, but there isn't one there.
10:09:20  <Eddi|zuHause> yeah. it does that sometimes
10:09:31  <Eddi|zuHause> never figured out why
10:15:47  <peter1138> Might be a moderated post.
10:16:09  <planetmaker> are there ever moderated posts?
10:16:22  <Eddi|zuHause> these were both my exact thoughts :p
10:17:13  <peter1138> I dunno.
10:17:20  <peter1138> You're a mod, you'd know :p
10:17:23  <planetmaker> I can't come up with any instance where it was used... posts are moved in worst case to spam (which is not visible to anyone but mods), but not hidden or deleted
10:17:41  <peter1138> Yup. And that would be a moderated post.
10:17:57  <planetmaker> it's not in graphics forum then anymore. it's in spam forums then
10:18:00  <Eddi|zuHause> planetmaker: well, but some caching might still show up the moved post as "unread" in the original forum
10:18:11  <peter1138> Yeah, that.
10:18:28  <planetmaker> it's a separate high-level entry in the menu like OpenTTD itself
10:18:32  <Eddi|zuHause> planetmaker: in some weird corner cases.
10:20:17  <Eddi|zuHause> planetmaker: something like 1) someone posts, 2) the forum marks the forum as "has unread posts", 3) post is moved, 4) "has unread posts" flag is not correctly removed from the forum
10:20:35  <planetmaker> might happen
10:20:38  <planetmaker> dunno :)
10:21:19  <Eddi|zuHause> planetmaker: well, you could at least look whether there were recently moved posts. i don't have that ability
10:21:19  <peter1138> Hmm, another Debian OpenSSH update.
10:21:35  <peter1138> Nah, if it's moved, it's moved.
10:22:01  <peter1138> I don't see anything recent in the spam bin.
10:22:11  <planetmaker> me neither
10:22:36  <peter1138> I have now clicked on "mark all read" and will get on with my life :-)
10:22:43  <planetmaker> owen might use special owner priviliges to actually mass-delete stuff from mass-spammers. maybe that affects things differently
10:23:19  <peter1138> m3henry, is submitted a PR to you useful? I figured directly pushing to your branch would be impolite.
10:23:23  <peter1138> *submitting
10:30:59  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7301: Feature: When filtering purchase list by cargo type, make buy button perform a refit if required.
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10:39:54  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #6811: Feature: Add NotRoadTypes (NRT)
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11:26:22  <peter1138> dpkg: warning: downgrading openttd from 1.9.0~beta3-0 to 1.9.0~RC1-0
11:26:30  <peter1138> Silly dpkg :-)
11:27:06  <planetmaker> he
11:29:37  <Heiki> b > R
11:30:10  <Heiki> rc1 would have been better than RC1
11:30:54  <planetmaker> it usually should have a sequential release numer afaik... alas
11:31:13  <peter1138> planetmaker, no :p
11:31:27  <peter1138> I also wonder if 1.9.0 will be considered newer.
11:35:46  <planetmaker> if b>R, then R<b<[:space:]
11:38:21  <Heiki> explains the version comparison algorithm
11:38:51  <Heiki> and the footnote states “One common use of ~ is for upstream pre-releases. For example, 1.0~beta1~svn1245 sorts earlier than 1.0~beta1, which sorts earlier than 1.0.”
11:40:27  <peter1138> Ok, so ~ is fine, just RC should be rc?
11:40:41  <Heiki> I think so
11:41:28  <Heiki> (or beta should have been Beta or BETA or BeTa or something)
11:41:56  <peter1138> Nah, caps is ugly.
11:42:33  <planetmaker> ~rc next time, I guess :)
11:42:46  <Heiki> yes, caps is for MS-DOS users
11:46:32  <peter1138> Should the tag itself be lowercase? Hmm.
11:54:35  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7235: Change: Non-rectangular sparse station catchment area
11:56:02  <LordAro> peter1138: never has been previously
11:56:38  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7301: Feature: When filtering purchase list by cargo type, make buy button perform a refit if required.
11:58:17  <Eddi|zuHause> so, next developer blog comprehensive overview what will happen with NRT?
12:00:41  <peter1138> It'll sit in a branch for 2 years ;D
12:05:52  <peter1138> LordAro, okay, so the stuff that makes the packages needs to take care of lowercasing the tag.
12:09:57  <DorpsGek_II> [OpenTTD/OpenTTD] Gymnasiast commented on pull request #6811: Feature: Add NotRoadTypes (NRT)
12:23:28  <peter1138> LordAro, now I feel bad. I'm going through all my PRs adding proper descriptions!
12:40:24  <LordAro> peter1138: good :p
12:47:30  <Eddi|zuHause> so it must be 1.10~alpha, 1.10.0~beta and 1.10.0~rc?
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13:04:43  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7235: Change: Non-rectangular sparse station catchment area
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13:08:46  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT)
13:09:49  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT)
13:09:51  <peter1138> Oops.
13:10:57  <Eddi|zuHause> it's now done? :p
13:11:11  <peter1138> I think it's done enough to be merged.
13:11:28  <peter1138> Unless someone wants to go back and rewrite it to not use two separate types, or something.
13:12:01  <Eddi|zuHause> all the other options were also not terribly optimal
13:12:04  <peter1138> Quite.
13:12:37  <peter1138> This one has the advantage of having been written, and having NewGRFs already produced for it, and being fairly well tested, but probably not extensively.
13:13:41  <Eddi|zuHause> "lieber den Spatz in der hand als die Taube auf dem Dach"
13:15:50  <peter1138> What?
13:16:04  <Eddi|zuHause> yes.
13:16:27  <peter1138> Sparrows and pigeons, eh?
13:17:03  <Eddi|zuHause> it's a silly saying, about how you should go with the thing you already hold in hands instead of striving for the potentially bigger thing that is just out of reach
13:17:52  <Eddi|zuHause> (assuming you can't just reach on your roof)
13:22:15  <planetmaker> a bird in the hand it worth two in the bush ;)
13:30:32  <Heiki> in Finnish it’s “parempi pyy pivossa kuin kymmenen oksalla” – “a hazel grouse in the hand is better than ten on a branch”
13:30:57  <peter1138> Well, all you need to do is review the patch and... approve it ;)
13:34:13  <Eddi|zuHause> oh, if that is all... :p
13:38:17  <peter1138> :)
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14:11:19  <Eddi|zuHause> so i've been downloading this 13GB thing, and for the last two hours it has said "remaining time: 2 hours"
14:16:33  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7286: Add #2155: newheightmapgame command
14:18:36  <LordAro> peter1138: am without bike until (at least) thursday :(
14:20:03  <Eddi|zuHause> easy, just use your car. (or don't leave your house) (or use your legs) (or ...)
14:21:00  <Eddi|zuHause> ok, so i managed to get pidgin to connect to steam, but all my steam friends are offline so i don't know whether sending/receiving messages works :p
14:22:12  <LordAro> Eddi|zuHause: well yes, i have to bus it
14:22:23  <LordAro> but that takes 3 times as long as biking
14:22:43  <peter1138> :(
14:22:50  <Eddi|zuHause> that happens...
14:23:10  <planetmaker> LordAro, my way to work even taks by car longer than by bike ;)
14:23:15  <Eddi|zuHause> i once had a commute that took 40 minutes by car, or 2 hours by bus/train
14:24:16  <LordAro> peter1138: the shop rang me up and said something along the lines of "the headset fell apart in my hands"
14:24:27  <LordAro> oh, and they need to order a new bottom bracket
14:24:48  <LordAro> turns out winter is pretty hard on bikes
14:24:55  <Eddi|zuHause> that means they smashed it with a heavy automatted tool :p
14:25:28  <Eddi|zuHause> damn, who invented this winter thing. can't global warming happen already?
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14:55:42  <peter1138>
14:55:44  <peter1138> Oh no...
14:56:28  <peter1138> < new industry for FIRS...
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15:00:28  <sara> hello
15:00:34  <peter1138> Hello
15:00:41  <sara> how can i download pipelines
15:00:43  <sara> to my game
15:00:52  <nielsm> oh yes you could have houses with production callback so some house types produce school children at some rate, and you have to deliver those to school industries
15:01:12  <sara> how to download pipelines?
15:01:21  <nielsm> the school produces educated young adults which you then have to deliver to other industries
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15:01:45  <nielsm> sara: pipalines, as in large pipes to transport fluid goods?
15:01:46  <nielsm> oh
15:01:48  <nielsm> :/
15:01:58  <nielsm> (because those don't exist, as far as I know)
15:08:21  <peter1138> Hmm
15:08:38  <peter1138> So your linear population thing...
15:09:08  <peter1138> if (GB(_tick_counter, 8, 2) == GB(tile, 0, 2)) {
15:09:10  <peter1138> looks weird :)
15:10:00  <peter1138> Maybe wants a comment that it spreads out overall generation.
15:10:10  <peter1138> Oh wait, why am I talking here :D
15:10:31  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #6965: Add: Option for population-linear town cargo generation
15:11:48  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
15:12:37  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
15:23:49  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on issue #7296: Can't type non-latin symbols from keyboard in game on linux
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15:24:17  <blelch> Hi!
15:24:41  <blelch> Is there a rule of thumb for when one should use Roads and when, Rails?
15:26:52  <Eddi|zuHause> use roads (or trams) if you have low space
15:28:47  <peter1138> Rail is more profitable.
15:29:55  <Eddi|zuHause> especially when you go diagonal
15:30:54  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #6965: Add: Option for population-linear town cargo generation
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15:36:31  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #6965: Add: Option for population-linear town cargo generation
15:39:03  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #6965: Add: Option for population-linear town cargo generation
15:46:45  <DorpsGek_II> [OpenTTD/OpenTTD] Nik-mmzd commented on issue #7296: Can't type non-latin symbols from keyboard in game on linux
15:49:13  <nielsm>
15:49:18  <nielsm> I found multi-track mode
15:54:07  <blelch> Eddi|zuHause: there are Trams in the game!!??
15:54:47  <blelch> peter1138: Why is rail more profitable?
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16:00:51  <peter1138> Basically trains can go faster and carry more.
16:00:59  <peter1138> +
16:02:46  <Eddi|zuHause> blelch: yes, but you need NewGRFs to activate them
16:02:54  <blelch> ah; okay...
16:03:17  <Eddi|zuHause> HEQS has some nice trams for cargos
16:03:41  <Eddi|zuHause> they look like mini trains
16:03:50  <blelch> I will take a look
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16:13:56  <Heiki> I finally got around to fixing the Finnish translation; “We couldn’t find any code matching 'STR_FRAMETIME_CAPTION_DRAWING' in OpenTTD/OpenTTD”, yet the Web Translator asks me to translate it – am I missing something?
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16:15:18  <DorpsGek_II> [OpenTTD/OpenTTD] GabdaZM commented on pull request #7250: K-d tree data structure for spatial lookups
16:16:12  <Gabda> hi
16:18:04  <Gabda> nielsm: you can discard any of my comment, I am just trying to learn how to give a review
16:18:10  <DorpsGek_II> [OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
16:18:46  <Gabda> so far I've only looked into the first commit
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16:36:48  <DorpsGek_II> [OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
16:39:38  <Beerbelott> Is there a way to accept a PR on a branch used for another PR on GitHub in another branch?
16:41:14  <Eddi|zuHause> how do you mean?
16:42:32  <glx> you can cherry pick
16:43:52  <Beerbelott>
16:44:06  <Beerbelott> I had 3 options on GitHub: merge, squash & rebase
16:44:23  <Beerbelott> But all those options alter the branch on which the PR was made
16:44:58  <Beerbelott> and since this branch was used in another PR (on OpenTTD), it triggered validation automatically (and failed them which was expected)
16:45:21  <Beerbelott> Is there a way I could have accepted the PR, but by making another branch on GitHub?
16:45:23  <glx> yes I made this PR for the branch you used as PR
16:45:52  <glx> and no PR are merged only in the intended branch
16:45:53  <Beerbelott> I read that:
16:46:14  <Beerbelott> glx: Ah damn that means there was no was to trigger validation on ur changes
16:46:29  <Beerbelott> I needed some time to integrate & squash them into my own changesets
16:46:30  <glx> but you could have edited the squash message :)
16:47:03  <glx> you can still use "git rebase -i HEAD^" to edit the last commit
16:47:23  <Eddi|zuHause> or git commit --amend
16:47:26  <Beerbelott> The problem is not that valdiation failed, I don't care, it's that your PR was part of WIP, not supposed to be pushed to the other PR
16:47:45  <Beerbelott> I do all that stuff once I can pull them from GitHub yes
16:47:54  <Beerbelott> But 1st you have to accept the PR :)
16:48:01  <Beerbelott> and that's where the problem lie
16:48:17  <Eddi|zuHause> i still don't understand your problem
16:48:29  <Beerbelott> I know all of rebasing & cherry-picking now... I practiced quite a lot to push some clean commits to my PR :)
16:48:44  <Beerbelott> (I mean 'all'... well... 'enough' ;) )
16:48:46  <glx> that's how github works, but once the PR is merged to your branch you can do anything to it
16:49:02  <Beerbelott> glx: Yes I know... and did ;)
16:49:13  <Beerbelott> I pushed clean commits again
16:49:25  <glx> anyway forced push are allowed, so not a real issue ;)
16:50:02  <Beerbelott> it's just that in the meantime temporary work was pushed to the OpenTTD PR... But well not that big of a problem anyhow
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16:50:38  <Beerbelott> I happily was able to start a test OpenTTD dedicated network on a heightmap file.
16:50:40  * Beerbelott happy
16:50:51  <Beerbelott> It *seems* to work :\
16:51:10  <Beerbelott> (ofc it doesn't and I am still to experience it :D )
16:52:42  <Eddi|zuHause> Beerbelott: if you wanted to do other things to the PR that isn't just merge/squash/rebase, then you could modify the PR beforehand, or you can pull it to your local repo and cherry-pick it
16:53:01  <Eddi|zuHause> (and then dismiss the PR)
16:53:14  <glx> that's an option too indeed
16:56:07  <Beerbelott> Eddi|zuHause: How do you pull a PR w/o merging it?
16:56:14  <Beerbelott> That I did not know of
16:56:58  <Beerbelott> That's precisely what I would have wanted to do
16:59:02  <Eddi|zuHause> not entirely sure, refs/pull/something or so
17:00:04  <Eddi|zuHause> refs/pull/<number>/head
17:01:08  <Eddi|zuHause> make sure you pull that from your remote, not the upstream remote :p
17:02:57  <Beerbelott> mmmh
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17:07:05  <Beerbelott> Oh man
17:07:07  <Beerbelott> Eddi|zuHause: git fetch origin pull/ID/head:BRANCHNAME
17:07:17  <Beerbelott> Waow is that undocumented?
17:07:25  <Beerbelott> Found the soluation on StackOverflow -_-'
17:07:35  <glx> no, it's documented somewhere on github
17:08:48  <glx>
17:11:40  <glx> btw in dedicated_v.cpp you may want to use StartNewHeightMapGameWithoutGUI() ;)
17:11:50  <Beerbelott>
17:12:15  <Beerbelott> glx: It's done through the call of SwitchToMode
17:12:26  <Beerbelott> Oh lol same link :D
17:12:41  <Beerbelott> Well I should have thoroughly searched beforehand then...
17:15:30  <Beerbelott> This workflow seems a bit odd to me
17:16:10  <Beerbelott> dedicated_v.cpp calls SafeLoad directly, and then hands over the job to SwitchToMode... which does that again and this time properly initialize stuff I suppose
17:16:27  <Beerbelott> just to check of the file is loadable (and print something specific)
17:16:28  <glx> dedicated just checks it can load
17:16:42  <Beerbelott> yeah but SafeLoad does more than merely checking; right?
17:16:42  <glx> and fall back to random game
17:17:03  <Beerbelott> it actually loads sth
17:17:11  <Beerbelott> thus there is a double load, isn't it?
17:17:28  <glx> hmm no it cancel server start if load fails
17:17:57  <Beerbelott> I do not get this direct call anyway
17:18:03  <Beerbelott> since SwitchToMode does it
17:18:38  <Beerbelott> Thus for heightmaps, I merely call SwitchToMode propagating _switch_mode
17:19:02  <glx> SwitchMode() doesn't touch _networking
17:19:29  <Beerbelott> seems to work, although I lack global understanding
17:20:16  <glx> it's used in all situations, but dedidacted server needs special care, as you don't want your headless server to return to main menu
17:22:07  <Beerbelott> mmmh
17:22:24  <Beerbelott> but isn't calling StartNewHeightMapGameWithoutGUI from dedicated_v.cpp a problem?
17:23:24  <glx> there's already StartNewGameWithoutGUI() when not using -g
17:23:45  <Beerbelott> Isn't rather MakeNewGame that should called?
17:23:56  <Beerbelott> be called*
17:26:03  <Beerbelott> dedicated_v.cpp seems to place calls looking like what's done in SwitchToMode, but in its own context for dedicated server requirements, I get that
17:26:15  <Beerbelott> for SM_LOAD_GAME, that's SafeLoad
17:26:27  <Beerbelott> but for SM_START_HEIGHTMAP, it's MakeNewGame
17:26:43  <Beerbelott> (which ends up calling what u mentioned)
17:27:02  <Beerbelott> isn't it important to mimic the same calls?
17:27:08  <nielsm> ugh what's the word that's similar to "spatial" but relates to time rather than space
17:27:14  <peter1138> temporal
17:27:27  <nielsm> yes thanks
17:27:52  <nielsm> if this good?
17:28:32  <nielsm> is this*
17:29:05  <Eddi|zuHause> i have no clue what that means
17:29:10  <nielsm> :(
17:30:04  <glx> Beerbelott: MakeNewGame() creates a new company
17:30:06  <Eddi|zuHause> i shouldn't need to read the code to understand what the comment writer meant :p
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17:30:14  <glx> you don't want that for dedicated
17:30:31  <peter1138> Eddi|zuHause, read the code and write a comment ;)
17:31:38  <glx> hmm, it doesn't, there's a gui check preventing it
17:33:17  <Beerbelott> Well, as it is I was able to spawn a heightmap-base game on a test dedicated server
17:34:21  <Beerbelott> if u wanna fiddle w/ it, u might connect to it
17:35:25  <glx> oh it seems the StartNewGameWithoutGUI() in dedicated is a check call
17:37:07  <Beerbelott> MMMh thus I should replicate this function there for a heightmap version too? lemme check
17:37:19  <Beerbelott> did not see that duplicate
17:37:45  <nielsm> Eddi|zuHause, peter1138, how about this then?
17:38:03  <Eddi|zuHause> g2g
17:38:05  <peter1138> No thanks.
17:38:17  <peter1138> nielsm, I was thinking of a one-liner comment, to be honest.
17:38:19  <Beerbelott> glx: Actually, that explains why, if you 'restart' on my game, you end up in a new game, not a new heightmap game :D
17:38:21  <glx> in dedicated it calls StartNewGameWithoutGUI() then SwitchToMode() which the calls MakeNewGame()
17:38:24  <nielsm> meh
17:38:30  <nielsm> I'll try to be concise
17:38:34  <peter1138> That's verging on Samu-territory ;)
17:38:41  <peter1138> I'll see if I can come up with one.
17:39:53  <nielsm> "9th and 10th bit of tick counter is tile loop count, comparing that to tile index gives a nicer temporal distribution than comparing to a constant."
17:42:02  <Beerbelott> glx: feels wrong *WithoutGUI functions sit in genworld_gui, though
17:42:18  <Beerbelott> procedures*
17:43:28  <Eddi|zuHause> Beerbelott: the null video driver is still a video driver...
17:47:20  <glx> and yes, StartNewXXXWithoutGUI() stores the seed :)
17:49:12  <peter1138> nielsm, btw, bits 0-1 of tile may not be the best to use.
17:49:38  <glx> but 'restart' command will still generate a new map as explained in the command help message
17:49:41  <Beerbelott> Is there a way to manually trigger NetworkCheckRestartMap in dedicated_v.cpp?
17:49:41  <peter1138> Hmm, actually not sure it matters, so tile loop is spread out anyway.
17:50:02  <peter1138> s/so/as/
17:50:04  <Beerbelott> It seems to be at the end of playing years, but is there a way to fast-forward that call?
17:50:47  <glx> hmm it's a setting I think
17:50:50  <Beerbelott> I'd like to see the states of variabels there...
17:51:06  <Beerbelott> well supplying a custom .cnf then :)
17:51:09  <Beerbelott> I was just lazy :p
17:51:26  <Beerbelott> I see 2 chanegs to be made so far
17:51:32  <Beerbelott> lemme test before doing that
17:52:39  <glx> but NetworkCheckRestartMap() will still generate a newgame because that's what it is supposed to do
17:53:01  <Beerbelott> Yes, but a normal game
17:53:15  <glx> yes, it can't do anything else
17:53:22  <Beerbelott> This is wrong if a heightmap was loaded, it should then trigger a random new map base on current heightmap
17:53:25  <glx> the heighmap is not stored
17:53:29  <Beerbelott> Oh...
17:53:37  <glx> it the same if you loaded a game
17:53:40  <Beerbelott> Now u got me sad :(
17:53:44  <glx> or a scenario
17:53:58  * TrueBrain tickles Beerbelott till he smiles
17:54:16  <Beerbelott> laughing nervously does not mean someone's happy ;)
17:54:27  <TrueBrain> fair point :P
17:54:43  <TrueBrain> I am scared I am being called to HR now :P
17:54:53  <Beerbelott> glx: Tell me there is a way outta that situation
17:54:59  <Beerbelott> (please?)
17:55:14  <glx> there's not, sorry
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17:56:05  <Samu> Eddi|zuHause, I found something about plane_crashes in the vehicle warning
17:56:08  <Beerbelott> thus, apart from restarting issues (either manually or through auto-trigger), I do not see any other call to StartNewGameWithoutGUI which needs to be patched
17:56:16  <glx> with -g you can start with a savegame, a scenario or a heightmap (with your code) but on restart it's always a newmap
17:56:27  <Samu> the runway too short warning is not displayed when plane crashes is 0
17:56:47  <Beerbelott> Well, for dedicated server, keeping this parameter somewhere is more than useful
17:57:12  <glx> but not the object of your PR ;)
17:57:19  <Beerbelott> Oh no... Another issue? Another PR?
17:57:22  * Beerbelott sighs
17:57:35  <Samu> does Eddi|zuHause also here
17:57:48  <Samu> wonder if that proves anything in my favour
17:58:22  <Beerbelott> Well I officially call my PR feature-complete... modulo bugs :\
17:58:43  <TrueBrain> that is what I say in job interviews! :P
17:58:50  <glx> because if you keep the heightmap info, you may need to also keep the savegame/scenario info
17:58:58  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #6965: Add: Option for population-linear town cargo generation
17:59:10  <peter1138> nielsm, not perfect but brief.
17:59:16  <glx> and that's a totally unrelated issue
18:00:08  <Beerbelott> glx: Nope, not the object of mine, that's why I referenced new issue/PR
18:00:15  <Beerbelott> TrueBrain: Haha
18:00:55  <Beerbelott> "I'm feature-complete": sounds arrogant :D
18:01:08  <TrueBrain> you compensate that with: "modulo bugs"
18:01:09  <Beerbelott> "... module bugs": now creepy
18:01:13  <TrueBrain> :P
18:01:19  <Beerbelott> yup but bugs has many meanings :\
18:02:12  *** octernion has quit IRC
18:02:23  <Beerbelott> glx: You piqued y interest now, at making this information being remembered
18:02:30  <Beerbelott> No, no, no that's unreasonable
18:02:35  <Beerbelott> I'm *not* a developer
18:02:46  <peter1138> You will be :-)
18:02:49  <TrueBrain> keep telling that to yourself
18:02:50  <TrueBrain> we all tried
18:03:03  <Samu> anyone?
18:03:03  <peter1138> Let me just improve this one thing...
18:03:15  <Samu> do I have to open an issue?
18:03:44  *** octernion has joined #openttd
18:04:00  <peter1138> Samu, what's your point?
18:04:04  <planetmaker> <peter1138> Let me just improve this one thing... <-- sounds... how I started with OpenTTD :)
18:04:05  <TrueBrain> we still have __NDS__ code in our codebase? Owh dear ..
18:04:15  <Beerbelott> I'm normally the guy you blame because you wanna deploy all sorts of exotic programs in very specific versions, and you complain deploying whole new servers farms every morning s not done in a snap
18:04:22  <peter1138> The line you quote says that it won't automatically send large aircraft to small airports for servicing.
18:04:45  <Beerbelott> planetmaker: I did just that too...
18:04:48  <Samu> yes, but the cheat must be disabled
18:04:54  <Beerbelott> and down the road of complexity it went
18:04:58  <peter1138> Yes. And it will be.
18:05:23  <Samu> ah, I see
18:05:33  <peter1138> Unless you're cheating, in which case it won't crash. So what's the problem?
18:05:35  <Samu> nevermind, I'm stupid
18:05:40  <peter1138> You're welcome.
18:05:57  <Samu> t.t
18:05:58  <Beerbelott> 'I'm stupid
18:05:59  <Beerbelott> - You're welcome'
18:06:01  <Beerbelott> :D
18:06:16  <Beerbelott> #timing
18:07:10  <peter1138> God damnit, variety distribution is stupid. Who made that rubbish...
18:08:00  <Samu> what about the vehicle message warning?
18:08:18  *** m3henry has joined #openttd
18:08:32  <TrueBrain> @seen Terkhen
18:08:32  <DorpsGek> TrueBrain: Terkhen was last seen in #openttd 3 years, 3 weeks, 6 days, 23 hours, 31 minutes, and 35 seconds ago: <Terkhen> Hello
18:08:36  <TrueBrain> poeh
18:08:52  <peter1138> Samu, okay, that line probably needs to be taken out, correct.
18:10:08  <Samu> oh?... ok
18:10:15  <Samu> I give up
18:10:30  <TrueBrain> @seen tokai|noir
18:10:30  <DorpsGek> TrueBrain: tokai|noir was last seen in #openttd 44 weeks, 2 days, 6 hours, 45 minutes, and 4 seconds ago: <tokai|noir> TrueBrain: Oh... but I am lurking. :)
18:10:33  <peter1138> Well, that setting does not affect crashing at too-short runways.
18:10:52  <TrueBrain> tokai|noir: you still lurking? what are the odds that you can help out with MorphOS / AmigaOS? :D
18:11:04  <peter1138> 44 weeks :D
18:13:02  <peter1138> Samu, what's the problem? You've highlighted an issue, which will get resolved. Thanks!
18:13:31  <Samu> why was it like that in the first place
18:14:17  <peter1138> Well until #7302 it was 'correct'
18:14:41  <m3henry> peter: would removing derived virtual destructors (to default them) make more sense as a separate commit?
18:15:18  <peter1138> Maybe. They're all pointless, as far as I can see.
18:15:52  <m3henry> Is cruft for sure
18:15:58  <Samu> also found something in the wiki
18:16:34  <Samu>
18:16:40  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7286: Add #2155: newheightmapgame command
18:16:54  <Heiki> trying to translate “Invalid industry production callback” into Finnish, I think I need some wine now
18:19:16  <peter1138> Samu, mentions nothing about too short runways.
18:19:44  <Samu>
18:21:18  <peter1138> Yup.
18:21:28  <peter1138> wiki isn't canonical documentation anyway.
18:21:51  <peter1138> Anyway
18:22:21  <peter1138> Just stop. Just don't send large aircraft to small airports.
18:22:32  <tokai|noir> TrueBrain: Pretty slim, sadly. :) I don't even have a compatible machine anymore.
18:22:43  <peter1138> If you like, you can get around it by making a NewGRF that makes all aircraft small.
18:22:44  <TrueBrain> tokai|noir: boooo
18:22:53  <TrueBrain> well, I guess it is time to remove MorphOS from our codebase in that case :(
18:22:56  <TrueBrain> if you don't mind at least?
18:23:29  <nnyby> i wish i still had my amiga 2000.. amigas are so hard to find. any way to get some compatible alternative hardware these days?
18:23:52  <tokai|noir> TrueBrain: If it blocks other things, and no other dev can step in, then remove the code, sure.
18:24:00  <Samu> just wanted to point out I wasn't crazy when I said there were ppl who'd think none really meant no plane would ever crash
18:24:18  <TrueBrain> tokai|noir: yeah, we want to switch to SDL2. There is a WIP-ish SDL2 port for MorphOS, but not supported by upstream
18:24:25  <TrueBrain> so ... we have no way to knowing it works or  not :D
18:24:34  <peter1138> People just documenting the behaviour they saw, despite it being wrong.
18:25:48  <planetmaker> does mean "switch to sdl2" mean that we remove sdl1.x support? Couldn't it "just" be yet another video driver?
18:25:56  <tokai|noir> TrueBrain: it's not like the old versions of OpenTTD will stop working (at least for the single player modi) :)
18:26:07  <peter1138> planetmaker, it could, if you fancied a lot of duplication.
18:26:08  <TrueBrain> planetmaker: I asked the same; I got answer that it was decided SDL1 was being removed :)
18:26:16  <TrueBrain> tokai|noir: indeed :)
18:26:24  <TrueBrain> planetmaker: but nobody knows for sure MorphOS is currently still working
18:26:30  <peter1138> The driver is mostly the same, just a few tweaks.
18:26:31  <DorpsGek_II> [OpenTTD/OpenTTD] Berbe commented on pull request #7286: Add #2155: newheightmapgame command
18:26:32  <TrueBrain> last fix for MorphOS is 2008 ..
18:26:39  <TrueBrain> so possibly it is also time to say goodbye to it :)
18:26:43  <peter1138> And some backwards compatibility cruft gets removed.
18:26:48  <TrueBrain> (no offense or anything meant :))
18:26:59  <peter1138> There's always the Allegro driver ;)
18:27:16  <peter1138> But I really see no point in maintaining both SDL 1.2 and SDL 2.0
18:27:19  <TrueBrain> I will also make a PR to remove BeOS, as I am being told Haiku replaced it
18:27:29  <TrueBrain> especially if it is only for OSes nobody is testing
18:27:35  <planetmaker> if it's mostly the same... a factory driver with a switch to v1.2 or 2.0 should work like OSX with cocoa and quickdraw?
18:28:00  * tokai|noir recently started to play around with Haiku ;)
18:28:22  <planetmaker> congrats. You just got a new job here :P
18:28:27  <TrueBrain> ^^ :D
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18:29:55  <tokai|noir> Recently as in like yesterday... had the strange mood to test something new. :)
18:30:02  <TrueBrain> "new" :P
18:30:05  <TrueBrain> :D
18:30:25  <Wolf01> o/
18:30:28  <tokai|noir> TrueBrain: Well.. new to me. :D
18:30:37  <peter1138> planetmaker, not sure what you mean.
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18:30:52  <TrueBrain> how did AmigaOS and MorphOS differ?
18:30:54  <TrueBrain> I always wondered ..
18:31:58  <tokai|noir> TrueBrain: not a lot. MorphOS was basically a AmigaOS clone with some old hardware-depending cruft removed and some new API stuff added. A bit shinier, but still AmigaOS with all its flaws. :)
18:32:09  <TrueBrain> ah :)
18:32:09  <TrueBrain> tnx :)
18:33:49  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7286: Add #2155: newheightmapgame command
18:33:58  <nnyby> there is also AROS btw, seems have similar goals of an improved AmigaOS
18:34:47  <TrueBrain> hmm .. s ome traces of NDS support
18:34:53  <TrueBrain> why?
18:34:54  <TrueBrain> :P
18:35:08  <glx> we used to support nintendo DS ?
18:35:23  <TrueBrain> we did? How is it playable?
18:35:31  <TrueBrain> ugh, I remember I wrote a PSP port .. I will shut up
18:35:47  <peter1138> The PSP port is why we have the libtimidy driver.
18:36:04  <TrueBrain> I will remove it in a bit :P
18:36:10  <TrueBrain>
18:36:11  <planetmaker> peter1138, from my OSX time I recall that OSX has a a lot of abstract code to support the display driver. And this base class is sub-classed by the actual cocoa and quartz (not quickdraw) display drivers. IIRC. Let's check
18:36:13  <TrueBrain> awesome! :D
18:36:34  <peter1138> TrueBrain, I think the android port uses libtimidity. If we care.
18:36:47  <TrueBrain> the port is free to care
18:36:50  <peter1138> Although, I would like to have official android support. Just haven't got there yet.
18:36:55  <TrueBrain> having untested code in your repository is bad
18:37:09  <TrueBrain> so I remove it for now in a single commit
18:37:16  <TrueBrain> reverting of that commit gives you back support
18:37:18  <TrueBrain> sounds fair?
18:37:25  <peter1138> I suspect the fluidsynth stuff would work just as well, tbh.
18:37:32  <TrueBrain> even better
18:37:53  <peter1138> TrueBrain, well it's git ;) not like my colleagues idea of version control... "made a backup of it"
18:37:55  <planetmaker> ah cocoa -> (quartz|quickdraw)
18:38:02  <TrueBrain> peter1138: exactly ;)
18:38:16  <planetmaker> src/video/cocoa
18:38:48  <planetmaker> e.g. cocoa_v.h:195-203 etc
18:39:33  <peter1138> planetmaker, okay but you get to maintain both pieces of sdl :p
18:39:33  <tokai|noir> TrueBrain: looks like libsdl2 is available for Haiku at least. If this thing is in some form posix compatible a compile of OpenTTD is probably painless, I guess.
18:39:50  <TrueBrain> tokai|noir: that was the hope and idea :)
18:40:05  <glx> tokai|noir: does it have cmake ?
18:40:33  <planetmaker> peter1138, yes... where they differ
18:40:41  <tokai|noir> glx: it's available in their repository.
18:41:11  <glx> good thing :)
18:42:29  <tokai|noir> hmm... OpenTTD code now on github? :) Lots of things changed... I still remember the pain I had to port over a broken SVN build to MorphOS to be able to check out OpenTTD's code ;)
18:42:32  <glx> so if you want to play we have PR#7270 ;)
18:42:48  <planetmaker> but is litterally sprinkled everywhere with like #if defined(ENABLE_COCOA_QUARTZ) || defined(ENABLE_COCOA_QUICKDRAW) and alike... not nice to maintain
18:44:19  <peter1138> planetmaker, exactly
18:44:26  <peter1138> So why would you want to do that?
18:45:01  <TrueBrain> OpenBSD and OS/2 .. when did we last test those? :D
18:46:32  <tokai|noir>
18:46:43  <TrueBrain> :D
18:46:55  * tokai|noir doesn't know a thing about Haiku, doesn't remember a thing about how to build OpenTTD... wonder where that goes. ;)
18:47:15  <nnyby> hah - looks fun. maybe i'll give that a try too this evening in a haiku VM.
18:47:28  <Beerbelott> glx: I don't like signatures not matching for similar functions
18:47:34  <LordAro> TrueBrain: there was a openbsd issue opened not that long ago...
18:47:41  <TrueBrain> LordAro: good :)
18:47:43  <TrueBrain> OS/2 ? :P
18:47:55  <LordAro>
18:48:00  <LordAro> you'd have to ask orudge :p
18:50:42  <glx> hey but if master fails don't try to fix it, better test in #7270 and suggest fixes there I think
18:51:01  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #6965: Add: Option for population-linear town cargo generation
18:51:02  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7325: Fix: Runway too short for large aircraft advice should not depend on plane crashes setting.
18:51:12  <TrueBrain> tokai|noir: no matter what, I would love to see what #7270 does on Haiku; just to get a sense for it :)
18:51:26  <tokai|noir> "detecting OS... HAIKU" ... "configure: error: no video driver development files found" so far
18:51:32  <tokai|noir> time to install the sdl2 files
18:51:36  <tokai|noir> or sdl
18:51:40  <tokai|noir> not sure ;)
18:51:43  <glx> sdl for now
18:51:55  <glx> sdl2 is an unmerged PR
18:52:04  <peter1138> It's worth testing it.
18:52:09  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7325: Fix: Runway too short for large aircraft advice should not depend on plane crashes setting.
18:52:24  <tokai|noir> glx: sdl is actually installed already it seems
18:52:46  <LordAro> tokai|noir: detection requires pkg-config, if that's not installed
18:53:15  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain opened pull request #7326: Remove MorphOS / AmigaOS / BeOS support and libtimidity support
18:53:28  <Beerbelott> I do not get PR #7325
18:53:33  <tokai|noir> LordAro: should be available too.
18:53:42  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
18:54:03  <Beerbelott> In #7302, I see crash chance being 3276 for too small runways
18:54:06  <LordAro> tokai|noir: well you're going to have to dig a little deeper then, i'm afraid :>
18:54:47  <tokai|noir> LordAro: right now I'm standing on this 1000 square kilometre large area and don't know where to start digging :D
18:54:53  <peter1138> Beerbelott, that crash chance does *not* depend on the plane crashes setting.
18:54:58  <peter1138> Beerbelott, that's the point :)
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18:55:23  <Beerbelott> peter1138: AH sry
18:55:40  <LordAro> tokai|noir: `sh -x ./configure` might give some information
18:55:51  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #6965: Add: Option for population-linear town cargo generation
18:55:51  <Beerbelott> But it's still *there*, which is a pb #troll
18:56:04  <Beerbelott> (no, not starting the discussion :p )
18:56:35  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7326: Remove MorphOS / AmigaOS / BeOS support and libtimidity support
18:57:06  <Beerbelott> TrueBrain: No AMigaOS support anymore? That's harsh for its millions of users
18:57:22  <peter1138> LordAro, also, you have a MAJOR problem.
18:57:29  <Beerbelott> OK I stop trolling.
18:57:36  <tokai|noir> LordAro: well.. pkg-config sdl doesn't report a thing.. that's probably why. :)
18:57:47  <peter1138> LordAro, why do you not have n+1 bikes?
18:57:47  <LordAro> peter1138: ?
18:57:59  <peter1138> Everyone needs more than 1 bike :D
18:58:04  <TrueBrain> or 0
18:58:06  <LordAro> lol
18:58:07  <TrueBrain> 0 is a nice number
18:58:17  <peter1138> 0 would suck.
18:58:20  <LordAro> TrueBrain: well that's just blatently wrong
18:58:39  <Beerbelott> Use a random number
18:58:44  <LordAro> peter1138: i have been looking at bikes recently...
18:58:49  <peter1138> I think 4 isn't enough.
18:58:58  <LordAro> have had my Whyte for 18 months now
18:59:06  <peter1138> road bike, commuter bike, touring bike, hardtail mountain bike, full-sus...
18:59:13  <peter1138> folding bike for trains...
18:59:25  <peter1138> recumbent trike for more fun.
18:59:29  <peter1138> I need a bigger garage.
18:59:45  <LordAro> peter1138: i need a garage
18:59:49  <peter1138> Nobody needs a fat bike though, they're just stupid.
18:59:54  <Beerbelott> LordAro: :D
18:59:57  <LordAro> that's the other reason why i haven't got another bike
19:00:00  <peter1138> (27.5+ is okay)
19:00:03  <tokai|noir> LordAro: looks like their package repository only installs the binaries (.so files), but no includes or whatsoever.
19:00:13  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7325: Fix: Runway too short for large aircraft advice should not depend on plane crashes setting.
19:00:27  <LordAro> tokai|noir: ah, the debian way? is there an sdl-dev or equivalent package?
19:00:47  <tokai|noir> LordAro: just found it.. had to activate some filter settings in the repository app.
19:00:54  <LordAro> peter1138: they look like fun in a foot of snow, not much else though
19:01:05  <peter1138> Or on a desert.
19:01:24  <peter1138>
19:01:28  <peter1138> Now... THAT looks like fun.
19:01:42  <LordAro> :D
19:02:16  <TrueBrain> that looks fake
19:02:16  <peter1138> Nowhere near enough snow around here (i.e. the UK) for that.
19:02:30  <peter1138> TrueBrain, it is :)
19:02:50  <peter1138> Well, looks it.
19:02:51  <tokai|noir> Configuring was successful, now to the build (no lzo2 though)
19:03:06  <peter1138> It's like a product image photoshopped onto a snowy background.
19:03:13  <TrueBrain> promising tokai|noir :)
19:03:16  <peter1138> The one in the background is fine.
19:03:55  <tokai|noir> TrueBrain: some byte order define issues so far (__LITTLE_ENDIAN not defined)
19:04:55  <TrueBrain> the docker crosscompiling is saying the same thing :)
19:05:15  <tokai|noir> since __BYTE_ORDER is not defined too  it will evaluate 0 == 0... I guess that should work out :)
19:06:04  <peter1138> What OSes use Allegro but not SDL?
19:06:08  <LordAro> sounds like endian_check is not doing its thing?
19:06:12  <TrueBrain> peter1138: DOS
19:06:18  <peter1138> Hmm.
19:06:38  <peter1138> We don't build that either.
19:06:44  <TrueBrain> nope
19:07:41  <peter1138> Wow, -975 lines.
19:07:49  <peter1138> 90 files!?
19:07:58  <Beerbelott> How are IDs in tar archives decided?
19:08:00  <peter1138> Ah, languages, hehe
19:08:09  <TrueBrain> yeah ... had to fix the language files :)
19:09:46  <TrueBrain> core/os_abstraction.h:108:0: warning: "IPV6_V6ONLY" redefined
19:09:51  <TrueBrain> on Haiku
19:09:53  <TrueBrain> also easy fix
19:09:55  <tokai|noir> still building... looking good so far :)
19:10:01  <tokai|noir> TrueBrain: yeah.
19:10:07  <TrueBrain> console_cmds.cpp:1566:18: warning: format '%lld' expects argument of type 'long long int', but argument 7 has type 'int64 {aka long int}'
19:10:11  <tokai|noir> seems it has linked successful too.
19:10:14  <TrueBrain> seems some type is not what we expect
19:10:44  <tokai|noir> wasn't there some makefile command to launch openttd directly from the build directory?
19:10:50  <TrueBrain> make run
19:10:52  <TrueBrain> :)
19:11:15  <tokai|noir> failed to find graphics set. no crash :)
19:11:27  <TrueBrain> not bad ;)
19:11:31  <TrueBrain> download some gfx
19:11:37  <peter1138> Hmm, it should let you download a set?
19:11:37  <TrueBrain>
19:11:48  <peter1138> Unless it's a dedicated build.
19:11:48  <TrueBrain> yeah, so people keep saying ... :P
19:12:18  <tokai|noir> I don't remember how this works... usually I copied the original files (TTD) from somewhere :)
19:12:29  <TrueBrain> # file bin/openttd
19:12:29  <TrueBrain> bin/openttd: ELF 64-bit LSB shared object, x86-64, version 1 (SYSV), dynamically linked, not stripped
19:12:33  <TrueBrain> so Haiku uses ELF ..
19:12:58  <TrueBrain> even the MIDI driver still compiles :o
19:13:21  <tokai|noir> TrueBrain: certainly looks to be in a pretty good state
19:13:35  <TrueBrain> sweet
19:13:42  <TrueBrain> if I can figure out how to get the SDL package
19:13:45  <TrueBrain> I can give you a binary you can try?
19:13:50  <TrueBrain> as if that works, we can even cross-compile :P
19:14:07  *** gelignite has joined #openttd
19:17:24  <Beerbelott> glx: In the case of a wrong heightmap file, it seems the game already checks for load file fail... but only triggers exit after having generated a new random world
19:17:37  <Beerbelott> THus I guess it's all a matter of turning things 'round?
19:18:55  <TrueBrain> tokai|noir: you using 64bit Haiku?
19:19:08  <tokai|noir> TrueBrain: Yep, I think so.
19:19:47  <TrueBrain> how was the sdl dev package called? :D
19:19:48  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #6965: Add: Option for population-linear town cargo generation
19:19:51  <nielsm> boom!
19:19:55  *** octernion has joined #openttd
19:20:05  <TrueBrain> gratz nielsm :)
19:20:19  <tokai|noir> TrueBrain: sdl-devel or something, let me check  (need to get some IRC going on that Haiku, so I don't have to switch constantly ;) )
19:21:04  <tokai|noir> TrueBrain: libsdl_devel
19:21:21  <TrueBrain> hmm, I need to manually download that .. hmm
19:21:54  <LordAro> nielsm: nice
19:23:36  <TrueBrain> okay, the pkgconfig files are installed, but pkg-config doesn't see them, because they are in a weird folder
19:23:37  <TrueBrain> hmm
19:23:50  <tokai|noir>
19:24:11  <tokai|noir> the hardest part was figuring out where the Haiku webbrowser downloaded that gfx files to ;)
19:24:24  <TrueBrain> nice tokai|noir, really nice :)
19:24:33  <nielsm> were anyone on the task of updating opengfx? :)
19:25:00  <TrueBrain> andy was, but we scared him away
19:25:02  <TrueBrain> planetmaker hopefully?
19:25:52  <nielsm>  <-- all need updating again after one was merged
19:26:23  <tokai|noir> TrueBrain: pretty painless. We just need to fix those missing endian defines (by luck both of them missing will result in the correct code build anyway :) ) and this IPv6 define too.
19:26:38  <TrueBrain> tokai|noir: yeah, I have most of those already locally
19:26:47  <planetmaker> yes...
19:27:21  <TrueBrain> tokai|noir: now I am trying this cross compiler .. if that works, we can add it to the CI :D
19:27:26  <TrueBrain> or possibly only to releases :P
19:27:51  <nielsm> speaking of ancient OSes, do we know if DOS versions can still be produced?
19:28:02  <TrueBrain> is there a Docker to do that? :P
19:28:07  <nielsm> :D
19:28:20  <nielsm> bochs-docker
19:29:02  *** Gumle2 has joined #openttd
19:29:13  <nielsm> have anyone written an ssh server for dos?
19:29:14  <Beerbelott> glx: Guess what? That's what the game does for standard savgeame anyway... It generates a new game before closing. I guess the closing only happens because of SM_NONE anyway
19:29:25  <TrueBrain> hmm .. pkg-config is not going to help me, as the information is plain wrong .. boooeeee
19:34:02  <TrueBrain> okay, hacked around that .. let me create a binary now ..
19:36:06  <nielsm> okay
19:36:19  <TrueBrain> whhhyyyy??? :D
19:36:30  <TrueBrain> <- okay, seems to be a docker :P
19:36:39  <tokai|noir> TrueBrain: the check online stuff doesn't seem to work... perhaps that IPv8 define thingy broke something, else it seems to work well so far.
19:36:42  <TrueBrain> but the README is annoying :P
19:37:08  <tokai|noir> IPv6
19:37:09  <TrueBrain> tokai|noir: I found another odd entry that might break the online stuff ..
19:37:22  <TrueBrain> bah, linking errors
19:39:26  <TrueBrain> lol .... 'libsdl_devel' doesn't contain the so ..
19:40:58  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7250: K-d tree data structure for spatial lookups
19:41:13  <TrueBrain>  undefined reference to `_Unwind_Resume'
19:41:14  <TrueBrain> hmm
19:41:51  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7250: K-d tree data structure for spatial lookups
19:42:30  <TrueBrain> tokai|noir: src/network/core/os_abstraction.h, around line 66, remove __HAIKU__ there; that should fix the online stuff
19:42:46  <TrueBrain> (well, the "!defined(__HAIKU__)")
19:43:03  <TrueBrain> and around line 87, remove the whole ifdef around IPv6
19:43:57  <tokai|noir> TrueBrain: ok, give me a minute.. need to find some sort of editor first :D
19:44:13  <TrueBrain> vim! :P
19:44:14  <TrueBrain> sed!
19:44:15  <TrueBrain> AWK!
19:44:24  <nielsm> ed
19:44:26  <Xaroth> cat if you're daring
19:44:34  <nielsm> the standard editor
19:44:38  <TrueBrain> Xaroth: cat is not an editor :(
19:44:49  <TrueBrain> such attempt; such failure
19:45:13  <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7324: Codechange: [C++11] Use override specifer for overriding member declarations
19:45:15  <TrueBrain> what is this linker issue with _Unwind .. hmm
19:45:19  <nielsm> always worth another read:
19:45:25  <tokai|noir> Nah... there's this "StyledEdit", lets try that... it's a GUI based OS after all :)
19:45:53  <Xaroth> cat can be used to edit.
19:46:11  <TrueBrain> do you alias cat to vim?
19:46:14  <Xaroth> nope
19:46:18  <Xaroth> cat > file
19:46:21  <TrueBrain> you suuurrreeeee??
19:46:22  <Xaroth> type, Ctrl+D to save
19:46:34  <TrueBrain> that is not EDITING weirdo
19:46:39  <nielsm> you could maybe use a combo of cat and dd to edit
19:46:44  <TrueBrain> dd for sure
19:46:58  <TrueBrain> so yeah, the official answer for tokai|noir is: dd :)
19:47:39  <TrueBrain> undefined reference to `_Unwind_Resume' <- anyone any idea?
19:48:09  <LordAro> missing exception support?
19:48:16  <TrueBrain> -lgcc_s
19:48:17  <TrueBrain> weird
19:48:20  <tokai|noir> TrueBrain: I wonder if Haiku defines the BEOS stuff too (similar like MorphOS would also define the AMIGAOS defines) or if the Haike developers did a clean break
19:48:46  <TrueBrain> tokai|noir: I am running on my patch that removes BeOS :P
19:49:12  <LordAro> i just googled the error message :p
19:49:18  <LordAro> i've definitely seen it before though...
19:49:20  <tokai|noir> TrueBrain: but maybe my version only works because it included the BeOS stuff? :)
19:49:33  <TrueBrain> ah, no .. seems the crosscompiler is not perfect
19:49:50  <TrueBrain> LordAro: yeah, that helped me absolutely nothing :D did help me
19:49:51  <TrueBrain> oddly :P
19:50:13  <LordAro> TrueBrain: interesting
19:50:24  <TrueBrain> tokai|noir: can you try in a bit? :D
19:50:57  <TrueBrain> LordAro: if I add -lgcc_s, it works fine
19:51:05  <tokai|noir> TrueBrain: right... trying to figure out your line numbers (they seem to be off quite a bit compared to what I have here ;)
19:51:14  <TrueBrain> tokai|noir: oops, that is possible
19:51:18  <TrueBrain> sorry :P
19:51:18  <LordAro> TrueBrain: weird that the compiler doesn't add that by default
19:51:25  <TrueBrain> LordAro: I agree
19:51:28  <LordAro> it usually does for libgccish things
19:51:29  <TrueBrain> crosscompiler?
19:51:34  <LordAro> possibly
19:52:06  <Samu> is still waiting on me?
19:52:31  <LordAro> Samu: probably not
19:52:35  <TrueBrain> tokai|noir:
19:52:44  <LordAro> Samu: at least, it needs rereviewing
19:52:54  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save.
19:53:18  <tokai|noir> TrueBrain: ok, did it correctly already. :) Building right now.
19:53:26  <Samu> k, thx
19:53:38  <TrueBrain> tokai|noir: and while building, you can test my binary :D
19:54:08  <tokai|noir> TrueBrain: I'm not so quick here with siwthcing constantly... and still trying to figure out things on Haiku as we go :D
19:54:13  <TrueBrain> :P
19:55:28  <TrueBrain> seems int64 is not a long long int
19:55:29  <TrueBrain> but a long int
19:56:13  <LordAro> that seems undesirable
19:56:15  <Samu> isn't there a way to filter which PRs currently have conflicts? :(
19:56:33  <tokai|noir> TrueBrain: still some issues with the net stuff.... "dbg: [net] [core] error running _netstat...." ... "dbg: [misc] Failed to open url:"
19:56:36  <LordAro> TrueBrain: i've thought that int64 needs properly aliasing to int64_t & friends for a while
19:57:01  <TrueBrain> tokai|noir: booooeeee
19:57:12  <Beerbelott> What does MarkWholeScreenDirty do?
19:57:15  <TrueBrain> LordAro: int64 should be 8 bytes, right?
19:57:26  <LordAro> TrueBrain: i would certainly hope so
19:57:30  <TrueBrain> as that it is
19:57:36  <TrueBrain> just seems that it is a "long int"
19:57:42  <LordAro> hmm
19:57:45  <LordAro> i guess that's valid
19:57:48  <TrueBrain> wait .. we have code for that
19:58:23  <LordAro> since "long" is defined as "at least as big as int", and "int" is defined as "at least 16 bits" in the standard, iirc
19:58:35  <planetmaker> Beerbelott, forces redraw of everything
19:58:47  <Samu> glx, are you still handling this
19:58:54  <TrueBrain> we have defines for printf
19:59:11  <Samu> I remember you had worked on a DoCommand patch for it
20:01:40  <TrueBrain> okay, this is tricky .. SQIntegers are long long int ..
20:01:41  <TrueBrain> lol
20:02:20  <TrueBrain> and also 64bit :D
20:02:40  <LordAro> i think MinGW had a similar issue?
20:02:49  <peter1138> Beerbelott, it ... marks the whole screen dirty, so it will be redrawn.
20:03:20  <TrueBrain> sort of LordAro
20:03:23  <TrueBrain> but not exactly
20:03:24  <TrueBrain> I tried
20:03:26  <TrueBrain> found a solution
20:03:32  <TrueBrain> HAIKU already had an ugly hack for int32
20:03:36  <TrueBrain> it now also has it for int64 :P
20:03:42  <glx> mingw has weird printf warnings
20:03:56  <peter1138> "what's a 64 bit integer!?"
20:05:18  <planetmaker> long long int?
20:05:45  <TrueBrain> euhm ... threaD_pthread.cpp, line 82
20:05:46  <TrueBrain> that sounds wrong
20:05:58  <TrueBrain> static void *, no return
20:06:01  <tokai|noir> hmm... is there a trick to join this channel? Always sends my haiku user to ##openttd because of a missing invite :)
20:06:04  <frosch123> TrueBrain: c++11 adds <cstdint>, which has int64_t and uint64_t
20:06:05  <TrueBrain> ah, DOESNOTEXIT
20:06:12  <frosch123> so we should be able to remove all the custom defines
20:06:35  <LordAro> tokai|noir: shouldn't be, it's not invite only
20:06:57  <TrueBrain> okay, that fixes all the warnings
20:07:10  <LordAro> frosch123: that's older than c++11
20:07:41  <TrueBrain> <- everything I did for a near-clean build
20:07:44  <TrueBrain> some warnings I think we can ignore
20:08:22  <tokai|noir> LordAro: 470 tokai-haiku #openttd ##openttd :Forwarding to another channel
20:08:24  *** octernion has quit IRC
20:08:33  <LordAro> tokai|noir: OFTC
20:08:38  <m3henry> LordAro: perhaps not in the standard
20:08:48  <LordAro> m3henry: oh, maybe
20:08:49  <glx> yeah we are not on freenode
20:08:49  <tokai|noir> LordAro: argh... I see... :D
20:08:59  <TrueBrain> and #openttd there is still locked :P
20:09:02  <TrueBrain> that is funny :D
20:11:27  *** sla_ro|master has quit IRC
20:11:52  <TrueBrain> okay, so I guess I can make haiku in a Docker, so we can produce binaries for it :P Not because it will have many downloads, but because it is funny :D
20:13:36  *** tokai-haiku has joined #openttd
20:13:41  <TrueBrain> hi tokai-haiku
20:13:51  <TrueBrain>
20:15:08  <nielsm>   pretty sure I didn't used to get this high speed in debug builds? even kdtree (which this is)
20:15:12  <nielsm> what happened :o
20:15:50  *** octernion has joined #openttd
20:15:52  <glx> 60fps ? how is it possible ?
20:16:10  <TrueBrain> what did you break .....
20:16:54  <nielsm> 320 fps fully zoomed in
20:17:06  <LordAro> nielsm: did you turn full animation off?
20:17:15  <tokai-haiku> TrueBrain: seems to work. But no zlib, so it can't load the title screen game nor do the network stuff (it tells me) :)
20:17:31  <TrueBrain> yeah, I was lazy :P
20:17:38  <TrueBrain> but that it starts, is .. wauw
20:17:40  <TrueBrain> tnx a lot :)
20:17:45  <nielsm> LordAro: default blitter
20:17:54  <TrueBrain> I will work out this Docker builder a bit more, and we will see where it takes us
20:18:10  <TrueBrain> tokai-haiku: if you happen to have time on your hands, if you can find out why the network acts up, would be awesome :D
20:18:27  <tokai-haiku> TrueBrain: also getting the "error running _netstat" ... so there's definitelly some more fixes to do here and there, but certainly a good start, IMHO :)
20:19:17  <TrueBrain> we just need someone that stays on it :P
20:19:31  *** Wormnest has joined #openttd
20:19:37  <TrueBrain> right; tomorrow we try DJGPP (DOS)
20:19:38  <TrueBrain> :D
20:19:50  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7250: K-d tree data structure for spatial lookups
20:20:01  <tokai-haiku> OpenTTD really should run on DOS; IMHO ;)
20:20:18  <tokai-haiku> I mean the original TTD was a DOS game originally, AFAIR, no? :)
20:20:40  <TrueBrain> Platform(s)	MS-DOS, Mac, PlayStation, Sega Saturn, Android, iOS
20:20:47  <TrueBrain> says Wikipedia
20:20:51  <TrueBrain> feels like a lie
20:21:01  <LordAro> the latter 2 are a completely different game
20:21:09  <tokai-haiku> I remember in the early 90s when I was visiting friends who could play the game on their parents PCs... I always wanted to play it too (we never got a port for Amiga back then ;)
20:21:10  <LordAro> well, same graphics, i guess, but
20:21:20  <nielsm> yeah TT was written in 386 assembly
20:21:23  <nielsm> not exactly portable
20:21:43  <TrueBrain> but but but .. it worked for RCT
20:21:45  <TrueBrain> again
20:21:45  <TrueBrain> and
20:21:46  <TrueBrain> again
20:21:47  <TrueBrain> and again
20:21:48  <TrueBrain> :P
20:21:51  * tokai-haiku played A-Train instead (not a bad game either for its time, IMHO ;)
20:24:17  <nielsm> unsure about this one, I sort of want callers to know what order their coordinates are in:
20:25:58  <Beerbelott> I got a dilemma: should I rather make StartNewHeightMapGameWithoutGUI have a different signature than StartNewGameWithoutGUI, or include heightmap.h into video/dedicated_v.cpp to have access to functions in order to test file content validity?
20:26:34  <Beerbelott> the StartNew*GameWithoutGUI functions are in genworld_gui.cpp
20:26:56  <glx> I don't see issue in signature change :)
20:32:58  <nielsm> this is pretty good
20:33:00  <nielsm> debug
20:33:13  <nielsm> (never mind it took several minutes to load the save)
20:33:15  <TrueBrain> nice :D
20:37:01  <tokai-haiku> TrueBrain: seems it doesn't define the old __BEOS__ define at least. Should make it easier to compare and keep things clean.
20:38:08  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7261: Add: Road vehicle path cache.
20:39:35  <TrueBrain> <- I was using that PR; there BeOS is already gone :P
20:40:49  <TrueBrain> <- Haiku changes I made so far
20:41:03  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT)
20:42:45  <Heiki> when and where in the actual game is “STR_CONFIG_SETTING_TOWN_CARGOGENMODE_ORIGINAL” used?
20:42:47  <Beerbelott> glx: is it that bad to get access to GetHeightmapDimensions by including heightmap.h into video/dedicated_v.cpp?
20:44:23  <peter1138> Heiki, in the ... game settings window.
20:44:35  <peter1138> Heiki, like all STR_CONFIG_SETTINGS :-)
20:44:41  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7250: K-d tree data structure for spatial lookups
20:45:42  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations.
20:48:05  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7250: K-d tree data structure for spatial lookups
20:48:10  *** synchris has quit IRC
20:49:08  <nielsm> peter1138, any opinion on the other part of that discussion point? :)
20:50:27  <tokai-haiku> TrueBrain: checked the diff of #7261... darn... those AmigaOS/MorphOS changes were really all over the place, huh? Still a bit sad to see some of the code one wrote go to >NIL: (or translation for everyone else: > /dev/null) :D
20:51:54  <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
20:52:35  <peter1138> nielsm, if it works as is with the asserts, then using 2 x min and 2 x max is wasted cycles ;)
20:53:10  <Heiki> peter1138: never mind, it was just the Web Translator giving me a string newer than the game I’m currently running
20:53:17  <m3henry> I don't think there's anything more to be done that wouldn't be best served in a separate PR now
20:53:51  <nielsm> peter1138 yeah my argument is somewhat that you should know what you're doing if you want to use the tree :P
20:54:51  <peter1138> I'm happy with that.
20:55:01  <peter1138> m3henry, cool :)
20:56:23  <peter1138> m3henry, it fails on the commit checker though.
20:56:29  <peter1138> @M3Henry
20:56:30  <peter1138> "Replaced SmallVector::Include() with include() "
20:56:33  <peter1138> That one I assume.
20:56:34  <m3henry> I ssume it was borked
20:56:43  <m3henry> Can't see why it's failing
20:56:52  <peter1138> ^^
20:57:19  <m3henry> oh right
20:58:19  <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
21:02:01  <LordAro> probably want to prioritise reviewing m3henry's PRs, given the amount of changes in them
21:02:12  <LordAro> and how every other PR is going to need rebasing after they're merged
21:02:20  <m3henry> o/
21:02:26  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7250: K-d tree data structure for spatial lookups
21:04:02  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7250: K-d tree data structure for spatial lookups
21:05:44  <m3henry> note: ‘std::make_unique’ is defined in header ‘<memory>’; did you forget to ‘#include <memory>’?
21:05:54  <nielsm> hmm
21:05:55  <m3henry> +#include <memory>
21:06:02  <m3henry>  #include <memory>
21:06:09  <m3henry> GCC, you are drunk, go home
21:06:14  <LordAro> haha
21:06:42  <LordAro> i'd suggest that C++14 isn't unreasonable
21:06:52  <LordAro> especially given it's basically "fixes for C++11"
21:07:06  <peter1138> How do we cope with C++11 parts that are included by objc code?
21:07:21  <m3henry> there's obj-C in this?
21:07:24  <peter1138> Yes.
21:07:26  <nielsm> mac
21:07:27  <m3henry> dear lord
21:07:29  <peter1138> Mac OS X video drivers.
21:07:47  <peter1138> The virtual -> override PR throws up warnings on OS X.
21:08:03  <glx> yeah more warnings ;)
21:08:06  <nielsm> #define override
21:08:10  <nielsm> before anything else?
21:08:27  <m3henry> sounds like the way google does it
21:08:32  <nielsm> in those source files
21:08:36  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector
21:08:40  <LordAro> ew
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21:10:13  <peter1138> Yeah, it's probably fine doing that. override is only a compiler hint and doesn't affect output. At least, it shouldn't :p
21:10:18  <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector
21:11:19  <peter1138> Hmm, failed on MacOS, Win32 and Win64 :(
21:11:23  <glx> Beerbelott: it's probably an option, but indeed using StartNewHeightMapGameWithoutGUI() means generating twice and, you're right, it's not good :)
21:12:31  <m3henry> I swear I fixed that yesterday...
21:12:51  <m3henry> Oh no, these are new
21:13:13  <glx> oh the usual os specific files ;)
21:13:50  <m3henry> "uniscribe" -> universal strings ?
21:14:18  <nielsm> microsoft unicode text shaping library
21:14:28  <nielsm> replacement for ICU on windows
21:16:36  <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector
21:16:46  <m3henry> n-th time lucky?
21:23:34  <Samu> glx, remember this
21:23:55  <Samu> I remember you had worked on a DoCommand patch for it, what happened to it?
21:25:59  <m3henry> Eyy, Windows passed!
21:26:14  <glx> Samu: but I'm not sure it's a good idea
21:27:33  <Samu> well, I think my PR is currently... pointless to remain open
21:28:08  <Samu> emergency save fix was implemented, and the other crash it attempts to fix, is wrong
21:28:20  <peter1138> Oh yes, I was working on a solution to fix that.
21:28:21  <Samu> and then there's your approach
21:28:51  <peter1138> Although it was overkill, as it modified network protocol, but... I don't think an AI/GS commands go through the network.
21:29:23  <glx> their commands are sent to clients
21:29:55  <peter1138> Yes but clients won't be executing the callback.
21:30:05  <peter1138> I think?
21:30:30  <Samu> it was a crash on server side
21:30:57  <Samu> clients dont run ai instances
21:31:16  <glx> hmm no, the callback is only for the server, to tell the script the command has been executed
21:35:53  <Samu> what to do with the PR?
21:36:00  <Samu> close?
21:36:08  <Samu> link to yours?
21:36:18  <Samu> nothing?
21:36:23  <peter1138> Nothing for the moment, I think.
21:36:31  <Samu> oki
21:36:55  <Beerbelott> glx: Just tested ur solution and mine
21:37:13  <glx> yours should be faster ;)
21:37:34  <Beerbelott> It generates the map twice indeed in your + seems ugly to go through a 'proxy' function not made for a check to do one
21:37:57  <Beerbelott> we could always make a second argument to it 'bool check' but that's sliding on the pathof oddities
21:38:30  <glx> can be an optional arg defaulting to false
21:38:37  <Beerbelott> just checked mine and yeah it's faster since no extra loop (not that I know precisely whet happens, but I notice the shorter + faster output)
21:39:00  <Beerbelott> calling directly a function from heightmap.cpp is cleaner/faster and looks prettier
21:39:20  <glx> do you set _settings_newgame.game_creation.generation_seed ?
21:39:23  <Beerbelott> I do not see why we should push to much the other way, just to reuse a function not intiially made for checks
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21:39:31  <Beerbelott> yes
21:40:44  <Beerbelott> I'll push my version
21:41:04  <Beerbelott> Feel free to grab a copy of the PR changes and swap functions around, u'll see
21:49:00  <DorpsGek_II> [OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
21:49:06  <Beerbelott> Done :)
21:50:48  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7184: Change: Distribute cargo to multiple stations or industries
21:56:05  <DorpsGek_II> [OpenTTD/OpenTTD] Berbe commented on pull request #7286: Add #2155: newheightmapgame command
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22:07:09  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7190: Fix #7188: AI instance crash when reloading AI in a server, and an AI…
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22:13:46  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7327: Cleanup: Remove repeated network error message on connection timeout.
22:14:29  <Heiki> 20190304T201654+0200  Heiki> trying to translate “Invalid industry production callback” into Finnish, I think I need some wine now
22:15:08  <Heiki> apparently one litre of wine was more than enough for about 100 strings
22:15:13  <glx> that's related to newgrf
22:15:13  <nielsm> lol
22:15:59  <nielsm> and yea that's an example of why I think eints could really use a translation memory/"dictionary" feature
22:16:11  <nielsm> to keep track of what you do about specialty words like callback
22:16:14  <Eddi|zuHause> glossary?
22:16:34  <nielsm> translation memory is the term used in subtitling systems
22:17:04  <glx> sometimes the suggested similar strings are good enough, but I often need to search for how I translated some terms before :)
22:17:17  <nielsm> yep
22:17:56  <Eddi|zuHause> well, it depends a bit on whether you want an automatted solution or a manually curated one
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22:36:56  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7301: Feature: When filtering purchase list by cargo type, make buy button perform a refit if required.
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