Log for #openttd on 21st March 2019:
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00:01:16  <glx>
00:01:28  <glx> nobody updated the wiki I think
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00:05:15  <ST2> yeah, that looks like "lets change stuff" and wait to people modify wiki as things are noticed ^^
00:05:48  <glx> as with any wiki I guess :)
00:05:48  <ST2> not complaining, because I appreciate the work you do :)
00:06:47  <ST2> true :D
00:07:09  <ST2> well, I'm still on the level of swearing with git stuff
00:07:10  <glx> at least the internal doc is up-to-date
00:07:44  <glx> for basic git stuff I just use github desktop
00:08:24  <ST2> with basics I can deal, which isn't bad for a SVN guy :D
00:08:31  <ST2> but I'll get there :D
00:08:34  <glx> but command line is often needed too, works very well in powershell
00:09:38  <ST2> noticed it, I managed it better when doing it from one of our servers (Debian) that on Windows (OS I use)
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00:10:40  <glx> I like posh-git and the command completion
00:11:24  <glx>
00:12:55  <ST2> I, personally, like to use my repos, clone stuff there and change as I want, push, etc (maybe a noob move, but I'll get there :D) - feels like the way to don't disturb anyone with my mess :D
00:13:44  <glx> well the usual way is fork, then clone your fork and work on branches
00:14:04  <ST2> at least managed the way with the plugins we use
00:14:35  <ST2> since are only 14 files, easier to manage :D
00:14:51  <ST2> so, my learning ground :D
00:15:04  <glx> I'm still learning :)
00:15:11  <Samu_> back
00:15:26  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] closed issue #6328: Try to preserve existing depot orders when demolishing / rebuilding a depot.
00:15:30  <glx> but usually when I want to do something I ask google
00:15:44  <Samu_> peter1138, 7376 warrants backport requested tag imo
00:15:47  <ST2> the best friend google :D
00:16:17  <ST2> [00:15:03] <+glx> I'm still learning :)  <<-- guess you didn't created the club... but I'm on it too :D
00:16:52  <ST2> glx: thx for all, sorry my words that looked angry
00:17:03  <ST2> sleep time for me, gn8 all :)
00:17:19  <Samu_> hi st2
00:17:43  <Samu_> oh, gn
00:17:44  <ST2> gn8 Samu_ :)
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00:18:16  <Samu> underscore sometimes appears for my name
00:19:38  <glx> Samu: happens when you reconnect before the previous connection timeout
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07:04:44  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7392: Fix #7391, 9b99b95: Don't invalidate go to depot orders of non-aircra…
07:08:36  <DorpsGek_II> [OpenTTD/OpenTTD] Hexus-One opened pull request #7394: Added demolish tree tool
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07:30:37  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN requested changes for pull request #7394: Add: Demolish tree tool
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07:46:00  <peter1138> Hello
07:53:03  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN requested changes for pull request #7376: Fix: Enforce the max_no_competitors test before creating an AI company in multiplayer.
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08:18:54  <andythenorth> ohai
08:18:57  <andythenorth> pikka too
08:23:10  <LordAro> moin
08:27:03  <Pikka> boin
08:34:15  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7051: Feature: Moveable depots #6328
09:05:21  <planetmaker> moin
09:17:47  <peter1138> Hi
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09:55:07  <peter1138> Lotus biscuit dunking commences.
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10:25:12  <peter1138> andythenorth I ran out of lotus biscuits :(
10:32:31  <DorpsGek_II> [OpenTTD/OpenTTD] Hexus-One commented on pull request #7394: Add: Demolish tree tool
10:32:58  <DorpsGek_II> [OpenTTD/OpenTTD] Hexus-One commented on pull request #7394: Add: Demolish tree tool
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10:55:50  <Pikka> wut
10:59:06  <DorpsGek_II> [OpenTTD/nml] PeterN requested changes for pull request #21: Eddi-nml branch for ActionC support
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10:59:27  <peter1138> pikkapikka
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11:05:43  <DorpsGek_II> [OpenTTD/OpenTTD] Hexus-One commented on pull request #7394: Add: Demolish tree tool
11:22:40  <DorpsGek_II> [OpenTTD/nml] planetmaker commented on pull request #24: Fix: Add missing parameter in industry and airport tiles in RandomAct…
11:22:56  <DorpsGek_II> [OpenTTD/nml] planetmaker merged pull request #24: Fix: Add missing parameter in industry and airport tiles in RandomAct…
11:27:39  <peter1138> I was going to merge that ;(
11:27:42  <peter1138> Hehe
11:27:56  <peter1138> Discovered the same when I duplicated for docks.
11:34:17  <DorpsGek_II> [OpenTTD/nml] planetmaker merged pull request #15: Industries: support 16 cargos in / 16 cargos out
11:40:21  <planetmaker> hm...
11:40:28  <planetmaker> it doesn't fail locally, though. why?
11:46:10  <andythenorth> planetmaker: python 3.2 on jenkins?
11:46:25  * andythenorth guessing
11:46:45  <andythenorth> this needs 3.5 or so iirc
11:46:47  <LordAro> i don't think python's import logic has changed from 3.2...
11:47:20  <andythenorth> I recall I had to change my python version for nml, and I'm sure it was for 16-cargos patch
11:47:38  <andythenorth> did anyone mention that nml development is currently a tyre fire? :D
11:48:24  <andythenorth> yeah 16-cargos fails on python 3.4
11:48:45  <andythenorth> works on python 3.5
11:48:47  <planetmaker> he, that's a change of requirements...
11:49:01  <planetmaker> not that anyone but devzone uses <3.5 :P
11:49:48  <andythenorth> why is there a demolish tree tool now?
11:54:27  <peter1138> Why not?
11:56:58  <planetmaker> updating windows builds for python > 3.3 will prove quite a challange...
12:01:08  * planetmaker builds python 3.6.8
12:01:35  <peter1138> Oh dear.
12:05:46  <planetmaker> that actually went smoothly and quickly
12:18:46  <peter1138> Hmm...
12:18:55  <peter1138> Vehicles can be built up out of layers now, right?
12:19:29  <peter1138> If so, does/could each part have its own bounding box?
12:19:43  <DorpsGek_II> [OpenTTD/OpenTTD] ldpl commented on pull request #7394: Add: Demolish tree tool
12:20:16  <peter1138> _dp_, what is "trunc" :/
12:20:40  <peter1138> I don't even refer to anything as trunk now, that was an svn convention.
12:20:59  <peter1138> git's equivalent is master of course.
12:22:14  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7394: Add: Demolish tree tool
12:23:08  <_dp_> peter1138, trunc, master, whatever :p
12:27:07  <peter1138> :-)
12:27:13  <peter1138> But it's trunk, not trunc.
12:27:52  <_dp_> oh
12:27:56  <_dp_> fixed :)
12:29:47  <_dp_> after that pr I'm thinking of instead making some sort of checkbox-like thing for existing demolish tool to select what it can destroy
12:29:57  <_dp_> probably not useful for anything but trees tho
12:31:56  <peter1138> I was thinking "destroy only company-owned-land" might be useful.
12:32:09  <_dp_> peter1138, yeah, that's not bad too
12:32:51  <peter1138> Like when you're on a server, busy trolling someone, and then wnat to remove all your own stuff in that area quickly ;)
12:33:13  <planetmaker> suggestion: removal tool with filter
12:33:19  <planetmaker> select what stuff you want to destroy
12:33:29  <planetmaker> would be nice for road or rail types, too
12:34:01  <planetmaker> default: remove all. shift+click remove = open filter window
12:34:06  <planetmaker> or similar
12:34:20  <_dp_> planetmaker, shift-click is cost estimation :p
12:34:23  * planetmaker feels reminded of factorios blueprints and deconstruction planners
12:34:40  <planetmaker> add missing '
12:34:53  <planetmaker> ctrl+click then. whatever is free :)
12:35:07  <_dp_> btw, using shift for that is a waste of modified imo
12:35:41  <_dp_> estimation could be ctrl-alt-shif-win-click for all I care
12:35:49  <peter1138> Cost estimation for opening a window? :p
12:36:10  <peter1138> One modifier is used for selecting between orthogonal and diagonal already, of course.
12:37:01  <peter1138> "And what the difference between this tool and "Full invisible" oprion for trees?"
12:37:08  <peter1138> Uh... haha
12:37:38  <_dp_> peter1138, making them invisible won't improve authority rating :p
12:37:48  <peter1138> Neither will destroying them :-)
12:37:52  <peter1138> Is it lunch time yet?
12:38:03  <_dp_> peter1138, well, you obviously destroy them to plant again :p
12:38:11  <planetmaker> lunch time is over
12:38:17  <planetmaker> :P
12:38:21  <peter1138> Shit. I've not started my salad yet.
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12:48:01  <planetmaker> call it tea break
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13:02:13  <DorpsGek_II> [OpenTTD/OpenTTD] ShimmerFairy commented on issue #7249: The currently selected base graphics set is missing 4 sprites. This is despite having the latest OpenGFX 0.5.2.
13:04:45  <LordAro> maybe we should just keep that issue open until its resolved
13:07:14  <andythenorth> if only we had a tool for removing station tiles
13:07:20  <peter1138> Weren't they already added?
13:07:21  <andythenorth> instead of bulldozing the whole thing
13:07:25  <andythenorth> yes they were
13:07:35  <peter1138> Were the offset/size bugs fixed?
13:07:52  <peter1138> And was a new release made?
13:19:32  <planetmaker> sprites were added. Though one sprite is still missing. Release has not yet been made
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14:00:39  <peter1138> planetmaker, ah, it's not fixed, nor reported properly :(
14:00:54  <peter1138> 2 of the sprites have the wrong dimensions, they should all be 20, 20.
14:00:58  <peter1138>
14:01:37  <peter1138> No sprite is missing, the index given is wrong.
14:05:02  <peter1138> Ah, yes, and r1070 is the wrong build.
14:09:24  <peter1138> planetmaker,
14:09:30  <peter1138> There's a patch for it there ^
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14:23:25  <planetmaker> indeed
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14:40:27  <Samu> peter1138, hi
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14:42:24  <peter1138> Yes?
14:43:13  <Samu> there are currently some places in the code where you start an ai company disregarding the max_no_competitors
14:43:22  <Samu> like reload ai
14:43:27  <Samu> startai console command
14:47:49  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7376: Fix: Enforce the max_no_competitors test before creating an AI company in multiplayer.
14:47:50  <peter1138> Yes, but why?
14:48:39  <Samu> because that's how it works
14:48:49  <Samu> hehe
14:48:50  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7376: Fix: Enforce the max_no_competitors test before creating an AI company in multiplayer.
14:49:05  <DorpsGek_II> [OpenTTD/OpenTTD] Hexus-One updated pull request #7394: Add: Demolish tree tool
14:51:00  <DorpsGek_II> [OpenTTD/OpenTTD] Hexus-One commented on pull request #7394: Add: Demolish tree tool
14:52:55  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7394: Add: Demolish tree tool
14:57:14  <DorpsGek_II> [OpenTTD/OpenTTD] Hexus-One commented on pull request #7394: Add: Demolish tree tool
14:57:56  <peter1138> _dp_, I'm just going to give up.
14:58:05  <peter1138> _dp_, please help the guy out here :p
14:58:31  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7376: Fix: Enforce the max_no_competitors test before creating an AI company in multiplayer.
15:02:19  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7394: Add: Demolish tree tool
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15:24:56  <Samu> need to add more checks
15:30:12  <Samu> actually I can't
15:30:47  <Samu> if (_networking && Company::GetNumItems() >=
15:30:57  <Samu> _settings_client is the problem
15:32:37  <Samu> there may be more companies than that specified in network.max_companies
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15:36:12  <_dp_> peter1138, well, I guess I'll try xD
15:38:45  <Samu> gonna use p2 again, I suppose
15:39:06  <Samu> unless there's another way
15:53:18  <Samu> 				uint8 network_max_companies = GB(p2, 1, 4);
15:53:18  <Samu> 				if (_networking && Company::GetNumItems() >= network_max_companies) return CMD_ERROR;
15:53:23  <Samu> hacks!
15:54:13  <Samu> wondering if this will work for non-server
15:54:18  <Samu> i hope it does
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15:55:25  <Samu> * - bits 1..4: Server-side value of network.max_companies (with CCA_NEW_AI)
16:04:43  <DorpsGek_II> [OpenTTD/OpenTTD] ldpl commented on pull request #7394: Add: Demolish tree tool
16:07:06  <peter1138> Samu, why?
16:08:15  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: Fix: Enforce the max_no_competitors test before creating an AI company in multiplayer.
16:08:52  <Samu> untested this new addition
16:09:03  <Samu> im not sure how to test it
16:09:07  <peter1138> Samu, that is wrong.
16:09:13  <Samu> :(
16:09:43  <peter1138> MaybeStartNewCompany is only called by the server, correct?
16:09:55  <Eddi|zuHause> so... how about when you press the demolish (dynamite) button, it pops up a GUI where you can filter which type of stuff to remove? so you can set "trees only", "tram rails only", "my property only" and stuff like that?
16:10:26  <Samu> yes, but it's queued
16:10:44  <Samu> it could be delayed a tick sometime
16:10:54  <planetmaker> Eddi|zuHause, like... <planetmaker> suggestion: removal tool with filter
16:11:19  <peter1138> Samu, but max_companies wouldn't change.
16:11:44  <Samu> but GetNumItems may not be up to date
16:11:49  <Samu> that is the problem
16:12:32  <peter1138> Huh?
16:12:44  <peter1138> But you call GetNumItems anyway
16:13:52  <Samu> it's all due to delaying one more tick
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16:14:10  <Samu> commands_per_frame or something like that is the culprit
16:14:15  <peter1138> Delaying by one tick means the server can't verify its data?
16:14:23  <Alberth> o/
16:14:28  <planetmaker> \o
16:14:51  <_dp_> another option would be to make removal mode of each tool accept rectancles somehow.
16:14:52  <Samu> it delays one tick, but sometimes it can be delayed two ticks
16:15:01  <_dp_> there is no removal mode for trees atm ofc but can be done
16:15:04  <peter1138> Samu, I'm pretty sure that's irrelevant.
16:15:14  <Samu> when its delayed two ticks, GetNumItems will get outdated
16:15:47  <planetmaker> _dp_, yes... generally accepting a rectangle. And allowing to choose what to remove (default=everything)
16:15:54  <Samu> so when the queue is actually executed, do the test there instead
16:16:10  <peter1138> Samu, err... I'm not saying don't move the test.
16:16:27  <_dp_> planetmaker, no, that's different, you talk about adding filter to dynamite tool
16:16:36  <planetmaker> well, yes.
16:16:39  <Eddi|zuHause> _dp_: i'd rather merge the removal tool into the demolish tool
16:16:41  <peter1138> Samu, but the test only needs to be executed on the server (or in single player) as clients don't (shouldn't?) be sending this command. Maybe I've got the wrong information there.
16:16:53  <planetmaker> having both actually makes sense
16:17:05  <_dp_> planetmaker, and I think of adding rectangles to remove mode of tools like rail removal (that you click bulldozer icon while having rail tool)
16:17:08  <planetmaker> 'r' for removal with each type to quickly remove only that. Accepting rects
16:17:08  <peter1138> Samu, if the command returns CMD_ERROR when the server tests it, it won't be forwarded to the clients.
16:17:09  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7394: Add: Demolish tree tool
16:17:30  <peter1138> Samu, if the command is successful on the server, then the clients wouldn't be needing to set max_ccompanies.
16:17:34  <planetmaker> and having the option to choose what to remove (checkboxes like visibility window) for bomb tool
16:17:47  <_dp_> though there is a bit of issue accepting rects for rail removal as it's already using drag-n-drop
16:17:50  <planetmaker> but... that means the PR as-is would be acceptable. And we just want more
16:18:01  <planetmaker> hm
16:18:08  <planetmaker> and road, too
16:18:12  <peter1138> No, the PR as is is totally crap :p
16:18:19  <_dp_> ^^
16:18:21  <Eddi|zuHause> planetmaker: the PR seems in no state of beeing acceptable. more like needing a complete rewrite anyway :p
16:18:39  <planetmaker> the idea... i didn't read the code yet :P
16:18:45  <peter1138> planetmaker, the guy seems to be obsessed with making a patch that is compatible with unpatched servers.
16:18:51  <peter1138> Which is pretty damn pointless for a PR.
16:19:22  <planetmaker> well... such patches can be handy... but ... why would you want to mass-remove trees?
16:19:37  <planetmaker> I can mass-plant them. And that gives me benefit
16:19:51  <peter1138> Who knows? I was only focusing on the implementation.
16:19:52  <Eddi|zuHause> planetmaker: only reason i can imagine is the plant/destroy exploit for town rating
16:20:07  <Eddi|zuHause> which imho should be fixed...
16:20:14  <planetmaker> nah :)
16:20:23  <peter1138> Eddi|zuHause, probably , yes :-)
16:20:37  <planetmaker> nice trick to get on the good side of towns :P
16:20:46  <peter1138> Eddi|zuHause, will you be updating your PRs at some point? Conflicts, etc...
16:21:08  <peter1138> planetmaker, okay, so you know it. THAT is why this PR exists.
16:21:53  <peter1138> Hmm, fix it by allow rating to go negative? :p
16:21:59  <_dp_> would be easier to just make 100% bribes for free :p
16:22:28  <peter1138> And this is where "it's a client patch for unpatched servers come in"
16:22:32  <Eddi|zuHause> i'd fix it by not allowing to demolish trees if rating is below a threshold
16:22:34  <peter1138> It's kind of a cheat.
16:22:48  <peter1138> Eddi|zuHause, hmm
16:22:58  <peter1138> Eddi|zuHause, PR :)
16:23:13  <_dp_> plz don't make broken authorities even more broken :p
16:23:17  <Eddi|zuHause> where the discussion would be open on whether that threshold would be lower or higher than for building stations, demolishing houses, etc.
16:24:08  <Eddi|zuHause> _dp_: on a separate but related discussion, the permissive difficulty option should probably be more permissive
16:24:34  <_dp_> Eddi|zuHause, yeah, just an option to disable it completely
16:24:35  <planetmaker> what actually is needed is a cheat setting which allows to ignore local authority when building stations
16:24:57  <_dp_> magic bulldozer works perfectly for that but it's not something normal servers can use
16:25:03  <Eddi|zuHause> the whole town authority feature needs a complete rebalance
16:25:27  <_dp_> planetmaker, yeah, that'll work too
16:25:30  <Eddi|zuHause> maybe also incorporate the currently very separate noise limit
16:25:39  <_dp_> basically, split magic bulldozer into separate cheats
16:25:52  <Eddi|zuHause> yeah, the magic bulldozer is too broad in scope
16:26:19  <planetmaker> I think it's a setting you cannot even enable via rcon. Not sure anymore though
16:26:49  <Eddi|zuHause> you can't enable cheats in multiplayer
16:27:08  <Eddi|zuHause> cheat must be enabled in single player and then loaded as savegame
16:27:56  <_dp_> just make cheats into regular settings :p
16:28:10  <_dp_> why do they even exist as a separate entity?
16:28:14  <planetmaker> well, yes. Except to trigger the "cheated" indicator
16:28:25  <planetmaker> historical raisins
16:28:39  <peter1138> Disable local authority would be good for sandbox games.
16:28:44  <planetmaker> that's also why we have game options and settings. Which also is somewhat stupid
16:29:21  <peter1138> It should be possible to have settings that trigger cheat flags.
16:29:37  <planetmaker> yep. That's no principle issue, I guess
16:29:43  <peter1138> But actually, who even cares about cheats?
16:29:52  <Eddi|zuHause> lots of people, i think :)
16:29:52  <planetmaker> Actually the cheats are already in the settings meanwhile... I think
16:29:53  <peter1138> Who ever looks at the highscores?
16:29:55  <_dp_> planetmaker, game options is just a different gui so it's kinda ok
16:30:08  <planetmaker> _dp_, exactly. and the question is: why?
16:30:18  <Eddi|zuHause> there's still a psychological barrier when you call something a cheat
16:30:20  <peter1138> (I'm guessing not many, because the highscore screen is broken with 2x gui zoom)
16:30:30  <planetmaker> what makes "drive on right-hand-side" different from "amount of industries"
16:30:44  <peter1138> planetmaker, that particular one should not be there, agreed
16:30:49  <peter1138> but the others are fine. Resolution, etc.
16:30:53  <peter1138> resolution language...
16:30:54  <Eddi|zuHause> the highscore system has always been "broken" (in the andythenorth sense)
16:31:12  <_dp_> planetmaker, its good to have at least one sane gui for settings xD
16:31:40  <planetmaker> it wouldn't hurt to have UI-tab and add the options there where appropriate
16:31:49  <peter1138> I dislike that the settings gui, even on experted superadvanced mode, doesn't actually list all settings.
16:31:57  <Eddi|zuHause> we had a tabbed setting window once
16:32:01  <peter1138> So implement tabs.
16:32:04  <Eddi|zuHause> and then tree views were all the rage
16:32:09  <Eddi|zuHause> so the tabs were removed
16:32:15  <peter1138> Top level trees can be tabs easily.
16:32:28  <peter1138> Eddi|zuHause, tabs were removed because the UI didn't handle dynamic stuff.
16:32:35  <peter1138> I'm pretty sure our UI can do that now.
16:32:51  <planetmaker> tab or tree... I don't mind so much
16:33:02  <planetmaker> tabs indeed were a hell of an UI code
16:33:09  <peter1138> Tabs would be much better for UI.
16:33:14  <Eddi|zuHause> make it a game setting to prefer tabs or trees :p
16:33:29  <Samu> back
16:33:40  <planetmaker> then newgrfs would be another tab
16:33:43  <planetmaker> ai yet another
16:33:47  <planetmaker> and gs a 3rd
16:34:03  <peter1138> Maybe, but those are totally different UIs.
16:34:14  <planetmaker> yes. Which is... strange
16:34:20  <peter1138> What?
16:34:27  <Eddi|zuHause> that would maybe declutter the main menu?
16:34:31  <planetmaker> when configuring a new map / game, you have to go through like 5 different GUIs
16:34:34  <planetmaker> which are all not related
16:34:38  <Samu> from my observations, 1st tick: ontick_companies sends a command to start a new company that is queued, delayed one tick.
16:34:50  <Samu> 2nd tick happens: execute network commands
16:34:56  <peter1138> Yes, but things like newgrf config can't really be expressed in the same format as advanced settings.
16:35:01  <Samu> start a new company is re-checked again
16:35:03  <Eddi|zuHause> the new game window also needs a rework
16:35:05  <planetmaker> options, ai, newgrf, settings. and then the actual newgame
16:35:08  <Samu> and then it is started on every client
16:35:18  <Eddi|zuHause> to not hide the relevant settings
16:35:29  <Samu> still on the 2nd tick: ontick_companies sends another command to start a new company, also queued
16:35:29  <Eddi|zuHause> but also not be overloaded
16:35:31  <planetmaker> peter1138, no, not the same format. the newgrf window is good as-is
16:35:53  <Samu> it is sent to the queue again
16:35:54  <planetmaker> the ai / script window is not bad either (but looks less nice compared to newgrf imho)
16:35:58  <peter1138> 16:34 <@peter1138> Maybe, but those are totally different UIs.
16:35:59  <peter1138> 16:34 < planetmaker> yes. Which is... strange
16:36:09  <Samu> on the 3rd tick: executing network commands decides that this command needs yet another tick
16:36:09  <peter1138> planetmaker, they HAVE to be different UIs. It's not strange.
16:36:09  <Eddi|zuHause> peter1138: i think what maybe works, if the current newgrf window was made into a tab of the settings window (keeping the current layout)
16:36:32  <Samu> and still on the 3rd tick, ontick_companies sends yet another command to start a new company
16:36:44  <Samu> but this time, GetNumCompany Items is "outdated"
16:36:46  <planetmaker> I think it would need a "create new map" button on main screen. And then the rest follows. Possibly as tabs
16:36:52  <peter1138> Eddi|zuHause, yes, that could work, but it's still a different UI.
16:37:00  <planetmaker> And it wouldn't hurt to simply use the available screen real-estate
16:37:00  <peter1138> Maybe planetmaker thought I meant "window" instead of UI./
16:37:20  <peter1138> I like the face you get the 4 terrain options on the main screen for no reason :p
16:37:23  <peter1138> *fact
16:37:31  <planetmaker> they all have a totally different look&feel. That's what I meant with 'strange'
16:37:32  <Samu> the test mode before it's queued will say: "yes, you can start a company"
16:37:43  <Samu> so the command doesn't get an error, and it's queued
16:38:00  <Eddi|zuHause> peter1138: they have a use, if you know the Ctrl+Click kickstart feature :p
16:38:13  <Samu> on the 4th tick, the command that was queued on the 2nd tick is finally executed
16:38:20  <peter1138> Samu, so none of your changes will work.
16:38:32  <peter1138> Eddi|zuHause, ...
16:38:35  <peter1138> Eddi|zuHause, ... ... ..
16:38:36  <peter1138> I didn't.
16:38:39  <Eddi|zuHause> (the default assumption should be, that practically nobody knows any ctrl+click feature)
16:38:39  <Samu> it will
16:38:40  <planetmaker> :-O?
16:38:59  <Samu> the execution will do the test again, it will have to pass my added checkings
16:39:00  <planetmaker> it's handy for the quick-start. Re-using existing settings
16:39:19  <planetmaker> but... arguably it can be re-arranged to something more meaningful
16:39:20  <Samu> and it will fail there
16:39:25  <Samu> if it has to fail of course
16:39:36  <planetmaker> Like configurable config-shortcuts for new games
16:39:51  <Eddi|zuHause> we had a discussion about the buttons last time we redesigned the main menu, and the decision was to keep them because they look nice
16:40:03  <planetmaker> yep
16:40:07  <planetmaker> it looks bland without them
16:41:27  <peter1138> Samu, ah, of course, so it's ...  test -> queue -> send to all clients -> exec (local and clients)
16:41:40  <Samu> yes
16:42:06  <peter1138> And max_companies is not synced from server to client, I presume.
16:42:21  <Samu> it's _settings_client, so i assumed that
16:52:05  <peter1138> Ok. Then carry on, send it in p2.
16:53:38  <peter1138> It's dirty, so will need an explanation ("server's max_companies is not synced to clients, so must be explicitly provided" or something)
16:55:58  <Samu> erm, yes, that too, but main issue is GetNumItems() not being in sync
16:56:16  <peter1138> It will be in sync in the EXEC call, won't it?
16:56:19  <peter1138> DC_EXEC
16:56:20  <Samu> yes
16:56:25  <peter1138> Hmm.
16:56:37  <peter1138> So ...?
16:57:18  <Samu> getnum items and num of AIs too
16:57:47  <Samu> server's max_companies is only there because
16:57:53  <Samu> it's a client setting
16:58:22  <Samu> must exec the command as it was set in the server
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16:58:30  <Samu> not as it's set in the client
16:58:45  <peter1138> What?
16:58:49  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
16:58:49  <peter1138> Which setting?
16:59:00  <Samu>
16:59:04  <peter1138> Yes.
16:59:15  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7051: Feature: Moveable depots #6328
16:59:22  <Samu> _settings_game.difficulty.max_no_competitors
16:59:23  <peter1138> But you send it in p2 so that's not important any more.
16:59:28  <Eddi|zuHause> should i have typed "make" before push?
16:59:36  <Samu> this one is a game setting, so it's already synced, isn't it?
16:59:46  <peter1138> Samu, are you doing that thing where you aren't actually reading everything I write?
16:59:53  <Samu> I'm reading
16:59:59  <peter1138> Eddi|zuHause, make regression in git-hooks push
17:00:31  <_dp_> there is _network_server_max_companies btw
17:00:39  <_dp_> why is in in client settings though?
17:00:50  <peter1138> because it's not a game setting. apparently.
17:01:37  <Eddi|zuHause> huh... it commited weird stuff...
17:02:01  <Eddi|zuHause> ah, i forgot a conflict
17:03:49  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7051: Feature: Moveable depots #6328
17:04:35  <Eddi|zuHause> ok... now this one is weird...
17:05:37  <Samu> Company::GetNumItems() in exec mode may not match the value it was in test mode before queue
17:05:47  <_dp_> peter1138, I guess nobody bothered separating NetworkSettings into server-only and common ones
17:06:02  <Eddi|zuHause> ok, i think i failed on that conflict
17:06:21  <Eddi|zuHause> need to redo that
17:06:50  <Samu> line 598 versus line 880
17:07:51  <Samu> that's not the value I'm passing around in p2
17:08:07  <Samu> is it confusing?
17:12:56  <Samu> execution order: 1st tick: test command, queue command
17:13:35  <Samu> 2nd tick: decide whether to execute queued commands or delay execution by another tick.
17:14:04  <Eddi|zuHause> so... the "show signs" part needs rewriting with the kdtree stuff
17:14:11  <Samu> then the cycle repeats
17:15:29  <Samu> GetNumItems() on test is 0, GetNumItems() on execute queued command is 0, company then is created and becomes 1
17:15:41  <Samu> next cycle: GetNumItems() on test is 1
17:16:51  <Samu> assuming the command was delayed
17:17:12  <Samu> GetNumItems() remains 1 before the next cycle starts
17:18:36  <Samu> if max_companies was set to 2, then GetNumItems(), 1 <= 2 would pass, and gets queued
17:18:48  <Samu> or actually 1 >= 2
17:18:56  <Samu> or whatever, im bad with booleans
17:19:21  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7051: Feature: Moveable depots #6328
17:19:52  <Eddi|zuHause> i don't think i'll be doing this...
17:24:18  <Samu> adding a comment to line 610
17:24:26  <Samu> server's max_companies is not synced to clients, so must be explicitly provided
17:24:51  <Samu> even though that's not the main issue at hand
17:32:09  <Samu> 			/* In a network, during execution of network commands, the number of companies
17:32:09  <Samu> 			 * may not be the same as they were before the command was first queued. */
17:32:11  <Samu> good english?
17:32:18  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7051: Feature: Moveable depots #6328
17:32:26  <Samu> probably repetitive
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17:32:55  <Eddi|zuHause> it should compile now, but it probably should be rewritten to use the kdtree
17:33:27  <Eddi|zuHause> ... and i'm definitely the wrong person for that
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17:43:51  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: Fix 001257d: Enforce the max_no_competitors and network.max_companies test before creating an AI company in multiplayer.
17:49:40  <Samu> erm, a comment still needs edit
17:53:55  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: Fix 001257d: Enforce the max_no_competitors and network.max_companies test before creating an AI company in multiplayer.
17:54:48  <Samu> alright, you may review no
17:54:50  <Samu> w
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17:58:34  <peter1138> Oh. Damn. Tooltip bug :/
17:58:41  <andythenorth> oof
18:02:48  <peter1138> Think I've got it :)
18:06:24  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7395: Fix 4da83d2f66: Remove measurement tooltips when completed.
18:11:36  <Eddi|zuHause> did the CI not trigger?
18:11:51  <Eddi|zuHause> (on my last push)
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18:15:03  <peter1138> Same error
18:15:16  <peter1138> Unable to retrieve file content for path /azure-pipelines-ci.yml from repository self using ref refs/heads/master and commit c1cf5e4d129c59609d9e03975e6252a3d9d69583: Internal Server Error
18:15:20  <peter1138> Oops, that was in the wrong window :-)
18:17:36  <peter1138> (This is the correct window)
18:20:06  *** gelignite has joined #openttd
18:21:52  <glx> I don't get where this commit ID comes from
18:22:49  *** Progman has joined #openttd
18:23:51  <peter1138> Eddi|zuHause, I've queued yours.
18:24:46  <peter1138> glx, yeah, it's not my repo.
18:25:40  <peter1138> ...
18:25:42  <peter1138> not *in* my repo./
18:32:58  <peter1138> What's more intuitive for a colour picker, RGB, HSL or HSV?
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18:33:21  <glx> requeued SDL2 PR too as it failed for the same reason
18:35:12  <nnyby> thx. wish i could reproduce this problem that stormcone is having with that branch.. -_-
18:45:21  <TrueBrain> "Internal Server Error" <- seems GitHub is having a hard day again :D
18:49:15  <planetmaker> how do I trigger 7395?
18:50:04  <peter1138> queue "refs/pull/7395/head". I already did it though.
18:50:20  <planetmaker> I meant the error it fixes
18:50:23  <planetmaker> :)
18:50:28  <peter1138> Oh. lol.
18:50:45  <peter1138> Um, enable measurement tooltips, build something (bridge, road, etc)
18:50:58  <peter1138> The tooltip will not be removed.
18:51:17  <planetmaker> hm... how / where do I enable that? :D settings?
18:51:21  <peter1138> Should've been simple for me to test but I was too focused on the cancel case.
18:51:30  <peter1138> Advanced Expert Settings most likely.
18:51:38  <glx> if you're lucky it's available in GUI
18:51:38  <peter1138> (Too many settings are expert, imho)
18:53:53  <planetmaker> it is in settings, yes (show a measurement tooltip when using various buidl-tools). And enabled... and
18:54:02  <planetmaker> ... it doesn't remain for me
18:55:00  <glx> maybe depends on tooltip settings, click or hover
18:56:12  <peter1138> Possibly.
18:56:21  <planetmaker> I've right-click
18:56:49  <peter1138> Which tooL? :D
18:57:02  <planetmaker> right-click for tooltips :P
18:57:07  <peter1138> Err?
18:57:32  <peter1138> It's the measurement tooltip that sticks, not the tooltip in settings :p
18:57:46  <planetmaker> the size of e.g. the dragged area, yes?
18:57:51  <planetmaker> *size indicator
18:57:53  <peter1138> Yup
18:58:16  <planetmaker> cannot reproduce
18:58:29  <peter1138> So which tool?
18:58:37  <planetmaker> rail, road, station, level land
18:58:54  <planetmaker> bridge
18:59:04  <peter1138> What revision are you testing?
18:59:25  <planetmaker> I've a beta3 here currently...
18:59:37  <peter1138> o_O
19:00:00  <peter1138> So this PR fixes an issue introduced in 4da83d2f66
19:00:08  <planetmaker> oh, that's later :P
19:00:10  <peter1138> Which was committed to master... yesterday.
19:00:16  <planetmaker> ha! sorry
19:01:25  *** andythenorth has joined #openttd
19:01:33  <andythenorth> peter1138: crayons!
19:01:54  <andythenorth>
19:02:52  <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker approved pull request #7395: Fix 4da83d2f66: Remove measurement tooltips when completed.
19:03:25  <planetmaker> how surprisingly, I can repro it with the right versions :P
19:03:26  <andythenorth> planetmaker: so we need to do the 16-cargo nml docs
19:05:13  <planetmaker> please, yes. However that commit disabled any fast possibility for nmlc windows binaries in its requirement for py3.5
19:05:29  <planetmaker> unless I get py3.6 installed in wine which... is an interesting endeavour
19:05:47  <planetmaker> so I shall focus on that
19:05:50  <andythenorth> do we need windows binaries?
19:06:03  <planetmaker> you and me: no. if we want people to use it: probably
19:06:09  <andythenorth> so yes
19:06:12  <Eddi|zuHause> why do we even need wine for that?!?
19:06:15  <Eddi|zuHause> i never understood
19:06:28  <planetmaker> Eddi|zuHause, because I have no windows VM running to build it
19:06:56  <LordAro> planetmaker: clearly should use the existing OTTD Azure Pipelines infrastructure ;)
19:07:03  <planetmaker> and cross-compiling python code into a windows exe did not exactly work well, either
19:07:11  <planetmaker> LordAro, yes. Please! :P
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19:07:16  <LordAro> well, s/existing OTTD// s/infrastructure//
19:07:25  <LordAro> i imagine there's not a lot of overlap
19:07:55  <Eddi|zuHause> planetmaker: surely the python needs not actually be compiled, just take an existing windows binary and repacked?!?
19:08:16  <LordAro> Eddi|zuHause: depends on whether you want to make an executable
19:08:18  <planetmaker> surely that is all easy
19:08:23  <LordAro> and isn't there a compiled part as well?
19:08:35  <planetmaker> surpringly no-one did it differently
19:08:41  <planetmaker> yes, there are
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19:09:50  <planetmaker> I more than a week in an attempt to cross-compile it on linux. Didn't work
19:10:33  *** synchris has joined #openttd
19:10:39  <planetmaker> cx_freeze is a ... mess :P
19:11:08  <LordAro> maybe actual pthon might give a clue on how to do AP?
19:11:45  <LordAro> hmm, maybe not
19:11:55  <LordAro> given that's all msbuild & VS projects stuff
19:12:17  <LordAro> that's probably more useful
19:12:32  <planetmaker> that might all work. But I have to learn all that stuff. Basically from scratch. So yes, it likely works. Likely works even better. But not quickly when I am to implement it
19:12:57  <LordAro> somehow convince TB to do it for you :p
19:13:00  <LordAro> i'm sure he's not busy
19:13:08  <planetmaker> lol
19:14:13  <planetmaker> however yes, thank you. Indeed that *is* where I eventually want to go with nml building
19:14:44  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7395: Fix 4da83d2f66: Remove measurement tooltips when completed.
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19:16:02  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7392: Fix #7391, 9b99b95: Don't invalidate go to depot orders of non-aircra…
19:16:08  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro closed issue #7391: Invalidating wrong orders
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19:17:30  <planetmaker> quak :)
19:17:44  <frosch123> moo
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19:23:45  <LordAro> RC2 this weekend?
19:24:14  <LordAro> planetmaker: mild poke about OGFX update
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19:24:59  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7385: Fix: NewGRF feature cleanup.
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19:25:22  <planetmaker> LordAro, mild hint to check bananas and tt-f :P
19:25:30  <LordAro> :o
19:26:01  <LordAro> well ok then, i shall disregard :)
19:26:12  <peter1138> Did we get further with importing OpenGFX to github and making it officially supported?
19:26:43  <frosch123> LordAro: TrueBrain: <- i think that one is used by the installer, so it should also get 0.5.5
19:27:00  <planetmaker> peter1138, not yet. I'll need to convert the repo by hand.
19:27:07  <peter1138> :(
19:27:09  <planetmaker> github refuses to auto-import it
19:27:26  <peter1138> frosch123, didn't you have a script to fix up bad hg repos?
19:27:27  <planetmaker> I tried today again with different repo servers
19:27:35  <frosch123> yes, i have the script
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19:28:05  <peter1138> Hmm, will OpenGFX 0.5.5 work in OpenTTD 1.8.0?
19:28:09  <planetmaker> yes
19:28:16  <peter1138> Cool :D
19:28:21  <planetmaker> openttd will graciously ignore superfluous gui sprites
19:28:45  <peter1138> Ok.
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19:31:24  <TrueBrain> frosch123: so OpenGFX is updated with the missing sprites? Cool; I will make them available for the installer next weekend :)
19:31:37  <planetmaker> great
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19:32:02  <planetmaker> frosch123, can you link me the fixup-hg-repo script?
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19:32:37  <frosch123> hmm, opengfx has no committer starting with Z :p
19:33:03  <planetmaker> yes... foobar and me. mostly
19:33:22  <LordAro> did Z ever use VCS? i'm not sure he had any commits on FreeRCT either
19:34:05  <planetmaker> hm... I think so. But I am not sure
19:35:26  <planetmaker> brb
19:35:48  <frosch123> opengfx git conversion seems to have worked fine
19:35:54  <frosch123> will take some hours to push :p
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19:45:04  <planetmaker> I'll need it for some other repos as well, I guess.
19:45:22  <frosch123> just list them
19:45:30  <frosch123> my upload bandwidth is the limit :p
19:45:42  <frosch123> so, yeti/nuts would take ages
19:45:43  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7385: Fix: NewGRF feature cleanup.
19:45:44  <planetmaker> I don't know which... some from devzone
19:45:53  <planetmaker> is it a complex script?
19:46:08  <planetmaker> those which  refuse to be auto-converted
19:46:09  <LordAro> frosch123: should've checked them out on a server somewhere :p
19:46:15  <frosch123> no, the hardest part is to add a few authors to the authormapping every now and then
19:46:20  <frosch123> and then validate the thing
19:46:35  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7385: Fix: NewGRF feature cleanup.
19:46:38  <frosch123> like this time: ammler made a hg bookmark, which the script did not detect as branch
19:46:43  <frosch123> so i added the branch manually
19:47:10  <frosch123> LordAro: i think andy suggested to put the script on devzone
19:47:18  <planetmaker> the... nogfx or the nml2nfo one?
19:47:24  <frosch123> nml2nfo
19:47:40  <frosch123> was just a git checkout + git checkout -b to fix
19:47:44  <LordAro> nogfx would be good to have just for OTTD's regression purposes
19:47:51  <frosch123> probably could have been done with a single git branch :p
19:48:14  <frosch123> LordAro: disable the original mapgen when no baseset is present :)
19:48:20  <planetmaker> it's quick to generate and compile: every sprite is a black pixel :)
19:48:26  <frosch123> or remove it :p
19:49:20  <frosch123> ogfx is 1/5 the size of firs :p
19:49:27  <planetmaker> except those 4(?) sprites indeed. I think they're in nogfx
19:49:36  <planetmaker> and... tiny compared to some 32bpp sets
19:52:55  <planetmaker> seems I have returned today a perfectly fine graphics card :| Also with the replacement my PC doesn't even reach bios
19:54:13  <planetmaker> though... I tested it with 2 other PC before returning :|
19:54:14  <frosch123> <- where do you want to have it?
19:54:56  <planetmaker> what about ?
19:55:19  <frosch123> ok, so not coop?
19:55:34  <planetmaker> I think this is one essential for OpenTTD
19:55:45  <LordAro> i agree
19:55:53  <planetmaker> we ship it, so it can be here
19:55:54  <LordAro> given it was a sticking point for 1.0
19:56:51  <frosch123> oh, it already exists
19:56:55  <frosch123> need to delete first :p
19:57:43  <planetmaker> can one use import?
19:57:50  <LordAro> since you're doing that, might want to consider importing existing issues?
19:58:38  <planetmaker> and OpenSFX/OpenMSX? :P
19:58:57  <LordAro> i wouldn't say no
19:59:24  <frosch123> <- you will have to rewatch
19:59:47  <planetmaker> :)
19:59:52  <frosch123> i also have no idea how the branch permission stuff works, or if we care
19:59:59  <frosch123> so, sfx and msx next?
20:00:15  <LordAro> "PHP 18.3%" really?
20:00:22  <frosch123> btw. OpenGFX is apparently written in javascript
20:00:45  <LordAro> there's a fair bit on extra/ttd-box-editor
20:00:48  <LordAro> whatever that is
20:01:14  <frosch123> yeah, never saw that
20:02:45  <peter1138> So...
20:02:59  <peter1138> While I've been making dinner, frosch123 has managed to import OpenGFX? :D :D
20:07:13  <peter1138> frosch123, but yeah, sfx and msx would be good.
20:09:46  *** circ-user-3HYVs has joined #openttd
20:11:45  <frosch123> tiny repositories
20:12:26  *** sla_ro|master has quit IRC
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20:16:33  <frosch123> feel free to watch sfx+msx
20:16:44  <frosch123> well, and to also setup other permissions :p
20:19:53  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] closed issue #3848: Orders: different STR_ORDER_GO_TO for each transport type
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20:25:30  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7249: The currently selected base graphics set is missing 4 sprites. This is despite having the latest OpenGFX 0.5.2.
20:30:47  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #7249: The currently selected base graphics set is missing 4 sprites. This is despite having the latest OpenGFX 0.5.2.
20:32:16  <planetmaker> "To answer your other question - many of the devs, being old and ancient, still prefer (and use) the original TTD graphics set, which by definition cannot have any missing sprites" <-- that's not true. It simply is maintained *inside* OpenTTD repo itself
20:32:47  <planetmaker> ^^ @ LordAro
20:33:50  <LordAro> fixed
20:34:32  <peter1138> Still wrong.
20:34:47  <peter1138> The *extra* graphics for original TTD are maintained by us.
20:34:49  <LordAro> well, you fix it then
20:34:52  <LordAro> :p
20:35:12  <LordAro> (actually fixed)
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20:36:56  <andythenorth> LordAro: can you fix any of this?
20:37:04  <andythenorth> I tried, but the formatting exploded, so I reverted and quit
20:39:34  <LordAro> will look
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20:45:10  <Wolf01> o/
20:45:19  <Samu> why isn't 7376 tagged with 'backport requested'?
20:45:22  <Samu> just wondering
20:46:00  <Samu> starting instant ais is a new feature in 1.9
20:46:20  <LordAro> hmm, probably should be
20:48:24  <peter1138> I still don't see why the enforcement should be optional.
20:50:23  <LordAro> i get why you'd want to override it when starting AI via command
20:50:35  <LordAro> but other than that, shouldn't be optional
20:51:31  <glx> but when starting AI via command I guess you can also change the setting
20:51:46  <LordAro> hmm, true
20:51:55  <LordAro> as long as it errors appropriately, rather than silently failing
20:53:39  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7385: Fix: NewGRF feature cleanup.
20:54:37  <peter1138> Right. GUI stuff.
21:01:23  <peter1138> Do we have a widget type for something that's custo...
21:01:28  <peter1138> WWT_EMPTY. Yes.
21:14:43  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro requested changes for pull request #7165: [core] Implement SmallVector using std::vector
21:15:00  <LordAro> "Conversation: 124"
21:15:01  <LordAro> nice.
21:17:59  <peter1138> STREAMING TIME
21:18:39  <peter1138> Well, that messed up :/
21:20:46  <andythenorth> OOF
21:21:04  <peter1138> Wtf, it was working a second ago :(
21:23:00  <peter1138> Um
21:23:53  <peter1138> Still bad.
21:23:55  <peter1138> Hmm.
21:41:50  <peter1138> Oh. Redundant.
21:43:00  <LordAro> andythenorth: how'a that?
21:43:06  <LordAro> s/a/s/
21:49:33  <andythenorth> LordAro: much clearer formatting
21:49:38  <andythenorth> fix the links next? o_O
21:50:10  <LordAro> andythenorth: yeah, i thought about doing that at the same time
21:50:12  <LordAro> then didn't
21:50:18  <andythenorth> one thing at a time
21:51:05  <DorpsGek_II> [OpenTTD/nml] planetmaker opened pull request #25: Change: [DevZone] Temporarily disable building windows exe so that we…
21:51:08  <andythenorth> Eddi|zuHause: how long did a CETS compile used to take?
21:51:34  <Eddi|zuHause> andythenorth: about 5 minutes? no clue
21:51:52  <planetmaker> so... do I approve my own PR?
21:53:38  * andythenorth looks
21:54:12  <planetmaker> I tested by hacking on the devzone server. it should work then
21:54:14  <andythenorth> I can't approve it
21:54:15  <andythenorth> so eh
21:54:19  <andythenorth> nml development :P
21:54:22  <andythenorth> all fucked up eh :)
21:54:35  <planetmaker> nah, not really
21:54:48  <Eddi|zuHause> planetmaker: why is it even pythonw.exe, and not python.exe?
21:54:51  <planetmaker> but I created 1.5x wine environments and am too tired to continue today
21:55:11  <planetmaker> because reasons
21:55:34  <planetmaker> for 3.2/3.3 that was the 'real' binary, and python.exe was some kind of wrapper
21:55:37  <Supercheese> hysterical raisins
21:56:07  <peter1138> planetmaker, approvals aren't turned on, so nobody can approve it.
21:56:23  <Eddi|zuHause> planetmaker: also, when i tried looking through the eddi-nml build logs, it mentioned python27. no clue where that came from
21:56:46  <planetmaker> Eddi|zuHause, that comes from a time when nml was python2.7. And not like today python3
21:56:59  <Eddi|zuHause> because i certainly didn't touch that...
21:57:40  <planetmaker> as such: py2.7 builds are even older
21:58:37  <DorpsGek_II> [OpenTTD/nml] planetmaker merged pull request #25: Change: [DevZone] Temporarily disable building windows exe so that we…
21:58:57  <planetmaker> right, then I merge it myself
21:59:10  <Eddi|zuHause> anyway, i think azure pipelines is the way to go for the windows binaries?
21:59:24  <planetmaker> not only those
21:59:44  <Eddi|zuHause> not that i could help with that, really
22:00:01  <planetmaker> but I want *something* working till that's done. I'm not a fan of "oh, it's all broken and we have nothing to offer till <whenever> it is fixed"
22:00:25  <planetmaker> I prefer the approach to keep the old stuff working and kill it when the new works. Not vice versa
22:00:37  <planetmaker> Even when most things had been done the reverse with the github migration
22:01:19  <andythenorth> I would have approved it, but I can't find the approve button
22:01:25  <andythenorth> GH is sometimes mysterious
22:01:46  <Eddi|zuHause> andythenorth: there isn't an approve button if nobody enabled approvals
22:01:58  <andythenorth> mumble mumble
22:01:59  <LordAro> andythenorth: links updated
22:02:04  <andythenorth> TB said we have done nml repo all wrong
22:02:14  <Eddi|zuHause> you probably did :p
22:02:43  <Eddi|zuHause> "python Minimal version is 3.2. Python 2 is not supported." <-- that line needs to be updated in the readme?
22:02:43  <andythenorth> you could fix it Eddi|zuHause !
22:02:54  <andythenorth> does anyone know what 'right' is?
22:03:00  <andythenorth> I asked for a list, but got lolzed at
22:03:13  *** Laedek_ has joined #openttd
22:03:54  <andythenorth> LordAro: better, if I make a few tweaks, will it conflict with you?
22:04:24  <LordAro> andythenorth: probably not
22:05:27  <Samu> damn patch of exile is patching
22:05:35  * LordAro deletes "Recent and Current Developments" from the face of the Earth
22:05:44  <LordAro> given "recent" was "before 0.5"
22:06:09  <DorpsGek_II> [OpenTTD/nml] Eddi-z commented on pull request #21: Eddi-nml branch for ActionC support
22:06:30  <andythenorth> good :)
22:06:40  <andythenorth> this is linked, not sure it's useful
22:06:41  <andythenorth>
22:06:53  <andythenorth> but nor is it obviously trash
22:07:06  <LordAro> could probably be replaced by a pull request template on GH
22:07:27  <andythenorth> I like this :)
22:07:32  <andythenorth> I am going to vandalise it
22:07:42  <andythenorth> "Send andythenorth 0 on paypal"
22:07:46  <peter1138> Well that took too long to get working.
22:08:21  <andythenorth> I hope we do all this for 1.9 :)
22:10:11  *** Laedek has quit IRC
22:10:50  <Eddi|zuHause> hm, if i have local changes, and want to commit them to not-the-head revision, how do i do that?
22:11:04  <LordAro> commit, then rebase
22:11:14  <peter1138> Have I got enough colours?
22:11:23  <andythenorth> I closed twitch
22:11:31  <andythenorth> should I reopen it :P
22:11:32  <peter1138> Yes, sorry I was being tedious :(
22:12:33  <andythenorth> loads of colours!
22:12:33  <Eddi|zuHause> how do i remember how to copy-paste in vim?
22:12:49  <Eddi|zuHause> have to look it up every single time
22:12:58  <LordAro> practice :p
22:12:59  <andythenorth> peter1138: how do I pick just one? :D
22:13:23  <peter1138> Well
22:13:25  <peter1138> RAINBOW
22:13:30  <andythenorth> back in 5 mins, after twitch ads :P
22:13:33  <peter1138> I think OnTimeout is wrong.
22:14:13  <DorpsGek_II> [OpenTTD/nml] Eddi-z updated pull request #21: Eddi-nml branch for ActionC support
22:14:31  <andythenorth> I wish I could delete those ships from bananas
22:14:32  <andythenorth> so bad
22:14:55  <andythenorth> peter1138: you need preset for official BR Blue of course :P
22:17:14  <peter1138> Hah
22:17:19  <peter1138> I was just wondering about presets :p
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22:17:42  <andythenorth> newgrf colours!
22:17:53  *** Progman has quit IRC
22:17:57  <peter1138> Pfft
22:18:04  <peter1138> I almost did that for 8bpp colours.
22:18:12  <peter1138> But... why bother if RGB exist?
22:18:23  <Eddi|zuHause> let users post colours on bananas?
22:18:37  <peter1138> Ooh, dead lock :D
22:18:40  <peter1138> Well.
22:18:44  <andythenorth> can we abuse this for night mode then? :P
22:18:57  <peter1138> Maybe I should have a text box for hex codes.
22:19:03  <peter1138> Night mode? Erm.
22:19:04  <Eddi|zuHause> andythenorth: night mode still needs overlays and shaders for lights
22:19:19  <Eddi|zuHause> night mode without lights is just dull mode
22:19:23  <peter1138> Maybe those unused purple pixels can be use for lights.
22:19:24  <andythenorth> drawing newgrf will be much easier though
22:19:31  <andythenorth> no need to bother
22:19:37  <peter1138> And shaders aren't needed for lights.
22:19:39  <andythenorth> just black cubes
22:19:48  <Eddi|zuHause> peter1138: but... glow!
22:19:59  <peter1138> You can do that without shaders.
22:20:01  <Eddi|zuHause> a light isn't just a brighter pixel
22:20:11  <peter1138> Shaders are definitely a thing which isn't going to happen.
22:21:06  <andythenorth> o_O
22:21:22  <peter1138> 1.9 million signatures...
22:21:36  <Eddi|zuHause> peter1138: but that is just a byproduct of going 3D!!!
22:21:51  <milek7> raytracing!
22:21:54  <LordAro> still got to double its count until it exceeds the previous one
22:22:00  <peter1138> RTX ON
22:22:00  <andythenorth> oh the originaly base set grass :(
22:22:04  <andythenorth> uses window purple
22:22:07  <andythenorth> oof
22:22:19  <Eddi|zuHause> what are we signaturing this time?
22:22:34  <Eddi|zuHause> article 13 still happening?
22:23:07  <LordAro> nah, the other article
22:23:18  <Eddi|zuHause> 11?
22:23:23  <LordAro> higher
22:23:34  <Eddi|zuHause> then i don't know
22:23:49  <peter1138> Ok so presets?
22:25:41  <andythenorth>
22:26:10  <andythenorth> meh
22:26:25  <andythenorth> I'm not drawing separate layers for night mode, that's daft
22:26:29  <andythenorth> I didn't even finish snow yet
22:26:56  * LordAro waves in front of people
22:27:20  <peter1138> Nasty colours.
22:27:41  <peter1138> And that's just the Windows theme ;)
22:27:49  <peter1138> How many presets?
22:28:08  <Eddi|zuHause> 16. just to annoy people :p
22:28:11  <peter1138> :D
22:28:26  <peter1138> Hmm, can we have array settings?
22:28:38  <Eddi|zuHause> i think so?
22:29:31  <Eddi|zuHause> yapf.route_mode_cost_factor = 4,2,1,8
22:30:35  <Eddi|zuHause> custom_2 = 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 (in [music])
22:32:39  <peter1138> How black.
22:33:38  <peter1138> Hmm, bug.
22:34:11  <peter1138> Woo dayglo
22:35:19  <Eddi|zuHause> ok... so i don't understand how they go back and forth with these brexit extensions... they should just go "ok, you tried with the parliament thing, it didn't work. either you brexit hard now, or you get 2 years and organize another referendum"
22:35:39  <peter1138> Let's see
22:35:40  <andythenorth> oh dear :)
22:35:44  <peter1138> Old RGB window... ^ ugly
22:35:58  <peter1138> Also, hard to actually choose a colour.
22:36:19  <andythenorth>  /me -> sleeps
22:36:49  <peter1138> SDTC_LIST
22:36:49  <peter1138> Hmm
22:39:00  <Eddi|zuHause> how would i time how long individual steps inside make take?
22:40:08  <Eddi|zuHause> grfcodec taking a significant amount of this
22:40:18  <Eddi|zuHause> and spams me with a million sRGB warnings
22:40:45  <Eddi|zuHause> real    2m21,837s user    4m50,787s sys     0m12,716s
22:41:57  <Eddi|zuHause> andythenorth: answer to above question
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22:49:23  <Eddi|zuHause> -g <num>  Version of the encoded container format (default 1, maximum 2) <-- should we change this default?
22:49:36  <Eddi|zuHause> (grfcodec)
22:59:56  <Eddi|zuHause> so of those 2:20 parallelized (or 4:50 unparallelized), 1:00 is spent in grfcodec, which can't be parallelized
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23:20:09  <frosch123> changing the default would break ottd compilation
23:20:32  <frosch123> last time obg generation did a plain md5sum
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23:45:27  <peter1138> Presets work, but there's no default :p
23:49:53  <peter1138> colour_presets = -1957633922,-1336168961,-1790426469,-1784986981,1451692562,0,0,2077322240,0,0,0,0,0,0,0,0
23:49:57  <peter1138> Hmm, exciting :p
23:50:10  <Eddi|zuHause> better in HEX?
23:50:33  <peter1138> That's just how the settings system exports uint32s.
23:50:51  <Eddi|zuHause> also, why are those 32bit numbers and not 24bit?
23:51:20  <Eddi|zuHause> @base 10 16 -1957633922
23:51:21  <peter1138> Because there's an 8 bit contrast component.
23:51:21  <DorpsGek> Eddi|zuHause: -74AF1F82
23:51:53  <Eddi|zuHause> that doesn't seem to know about 2-complement :p
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23:52:37  <Eddi|zuHause> peter1138: i'd say exporting uint as signed is a bug.
23:53:03  <LordAro> ^
23:53:04  <peter1138> Whatever, it's how the settings system works, not how the rgb company colours work.

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