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00:00:18 <glx> stash is too store changes without commit 00:00:22 <glx> *to 00:00:55 <peter1138> Alright, I still can't figure this out. I want to pass a lambda to a function. What function signature do I need? 00:01:17 <peter1138> Everything I read seems to focus on defining the lambda and then calling it, not passing it somewhere else. 00:01:18 <_dp_> meh... https://paste.openttdcoop.org/pefzfn0mf 00:01:26 *** Smedles has quit IRC 00:01:28 <_dp_> that's improvement... I guess... 00:02:00 <_dp_> peter1138, std::function 00:02:16 <_dp_> peter1138, e.g. typedef std::function<void(bool)> Callback; 00:04:07 *** supermop_Home has joined #openttd 00:04:16 <supermop_Home> yo 00:05:38 <glx> peter1138: https://en.cppreference.com/w/cpp/language/lambda example at the end 00:05:50 <peter1138> Yeah. 00:05:57 <peter1138> It's a bit verbose :( 00:07:24 <peter1138> UpdateCompanyRoadInfrastructure(road_rt, [&]{return road_owner;}, [&]{return -CountBits(GetRoadBits(cur_tile, false));}); 00:07:28 <peter1138> :/ 00:08:49 <peter1138> That does replace 7 lines, though. 00:10:28 <_dp_> peter1138, that seems to be missing parameter lists 00:10:46 <peter1138> No parameters, just a return type. 00:11:12 <_dp_> lambdas without parameters are weird... 00:11:28 <_dp_> why not just value then? 00:11:44 <peter1138> It's very weird. 00:13:44 <peter1138> Becuase in some cases the parameters would be invalid depending on the other parameters. 00:13:51 <peter1138> I'm aware this is bad style. 00:14:19 <peter1138> This single call replaces 7 lines of code, though, and it's duplicated quite a bit. 00:17:07 <_dp_> peter1138, I still don't get how is it any different from UpdateCompanyRoadInfrastructure(road_rt, road_owner, -CountBits(GetRoadBits(cur_tile, false))) 00:17:36 <peter1138> _dp_, the arguments will not be evaluated unless necessary. 00:18:10 <peter1138> e.g. if road_rt == INVALID_ROADTYPE, there's no bits to count. 00:18:11 <_dp_> uh 00:18:12 <glx> callee execute the lambda if needed 00:18:16 <peter1138> glx, yes. 00:18:46 <_dp_> that... makes sense... I guess... 00:18:54 <glx> it's like a callback 00:19:16 <Samu> _dp_ gonna copy paste ur code into it 00:19:35 <_dp_> Samu, it's not like I tested it or anything xD 00:19:56 <Samu> it touches 2 less files 00:20:16 *** Wormnest has joined #openttd 00:20:33 <glx> wow disabling code analysis reduce cpu usage too 00:20:36 <_dp_> Samu, ai config stuff probably still needs a function in ai 00:20:56 <glx> why did they decide to enable it by default ? 00:21:07 <peter1138> code analysis is very useful. 00:21:38 <glx> yes it's very verbose too :) 00:21:44 *** Wormnest has quit IRC 00:22:04 <glx> openttd is not fully c++ compliant 00:23:09 <_dp_> that callback stuff makes me wonder how on earth is it going to inline those lambdas 00:23:17 <_dp_> coz if it don't it's pretty pointless 00:24:40 <_dp_> ah, those are templates so it goes in h files anyway... 00:25:03 <peter1138> It's not going to be inlined. 00:26:06 <_dp_> peter1138, then you'll waste more on function calls than bit counters 00:26:57 <peter1138> Don't assume I'm doing it for performance. 00:27:40 <peter1138> However, I've undone it all now. 00:27:47 <peter1138> Too uglky. 00:27:49 <peter1138> -k 00:28:05 <glx> but now you know how to do it :) 00:28:12 <peter1138> Yup. Too ugly ;) 00:28:44 <peter1138> I was actually concerned about the arguments causing asserts depending on the other arguments, but I think it won't happen. 00:28:56 <glx> I guess it's nice in some cases 00:29:02 <glx> like in the examples 00:29:02 <peter1138> assert(rt == INVALID_ROADTYPE) kinda thing. 00:30:06 *** tokai|noir has joined #openttd 00:30:06 *** ChanServ sets mode: +v tokai|noir 00:30:46 *** Wormnest has joined #openttd 00:31:13 *** Wormnest has quit IRC 00:32:22 <_dp_> oh, I figured how it inlines, function itself needs to be a template for lambdas to inline; 00:32:40 <_dp_> ffs, two weeks in c++ and now I end everything with ; %) 00:33:07 <glx> hehe 00:34:07 <rubywarden> Hey! I've installed zbase, and now the toolbar is massive. I'm using double scale because otherwise the text is too small on my 170 DPI screen 00:34:12 <rubywarden> any work arounds? 00:34:23 <glx> yes don't use zbase ;) 00:34:26 <peter1138> Yeah, switch back to decent graphics. 00:34:38 <peter1138> TTD original++ 00:35:04 <rubywarden> I prefer zbase to OpenGFX 00:35:13 <glx> and text and graphic scale are now separated 00:35:15 <rubywarden> it's too grainy 00:35:27 <rubywarden> Arch is still on 1.8.0 - is that a 1.9.0 thing? 00:35:50 <_dp_> rubywarden, using normal scale with large font would probably be ok then 00:35:56 *** rubywarden is now known as rubenwardy 00:36:02 <_dp_> rubywarden, just not default font, use some ttf 00:36:57 *** tokai has quit IRC 00:37:00 <peter1138> TTD original > OpenGFX > zBase 00:37:06 <rubenwardy> well, the buttons are still small: https://i.rubenwardy.com/Wcq8l.png 00:37:25 <peter1138> Using an old version, ah... 00:37:51 <glx> increase font size in cfg using ttf fonts 00:37:52 <peter1138> And yeah, that looks bloody ugly :( 00:38:18 <peter1138> zbase vehicle offsets are $LOL 00:38:43 <rubenwardy> I think I'll get re-used to OpenGFX for now 00:39:22 <glx> vehicle scale is weird too ;) 00:40:06 <_dp_> yeah, either vehicles are too big or roads too small... either way can't fix that with just offsets :p 00:40:27 <rubenwardy> https://www.reddit.com/r/openttd/comments/3ibpos/keybinding_space_to_pause/ 00:40:28 <rubenwardy> hrrr 00:40:45 <rubenwardy> F1 it is 00:40:53 <Samu> AIConfig::GetConfig says something about incomplete type :( probably a missing include? 00:41:22 <_dp_> yeah, hard-coded hotkeys are quite annoying 00:41:25 <glx> 67414 CA warnings, not bad 00:41:39 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ 00:42:15 <glx> I'll keep that thing disabled :) 00:43:44 <Samu> #include "ai/ai_config.hpp" fixed it 00:45:46 <peter1138> rubenwardy, bear in mind that thread is 3 years old... 00:46:29 <_dp_> peter1138, nothing changed since 00:47:24 <peter1138> Probably not. But there's plenty of opportunity to submit a PR. 00:48:02 <_dp_> peter1138, I tried to fix that at some point but didn't succeed 00:48:20 <_dp_> peter1138, not sure why. I guess they're hardcoded quite deep and I didn't persist 00:55:19 <Samu> _dp_, https://paste.openttdcoop.org/ppazmhk0d 00:55:57 <Samu> unsure about Company::IsValidID vs !Company::IsValidID 00:56:01 <Samu> what looks better? 00:56:40 <peter1138> Avoid unnecessary indentation. 00:56:47 <Samu> ok 00:58:04 <Samu> and the break? 00:58:40 <Samu> GetSetting("start_date") != 0 break? or GetSetting("start_date") == 0 { bla } else { break; } 00:59:08 <Samu> but then I fail at commenting 00:59:16 <Samu> == 0 is easier 00:59:25 <Samu> != 0 i need to reinvent a comment 01:00:49 <_dp_> Samu, AI::GetStartTimeForCompany(cid) and no comment :p 01:02:12 <Samu> that's a new function 01:02:23 <Samu> by default, it needs comments :( 01:03:44 <Samu> but sounds like a good idea 01:05:48 <_dp_> make me wonder though, why are start times set for company ids? 01:06:06 <_dp_> what happens if someone grabs id while command is in queue? 01:06:46 <Samu> magic 01:07:09 <_dp_> Samu, shit happens, not magic :p 01:07:22 <Samu> one is CCA_NEW 01:07:27 <Samu> the other is CCA_NEW_AI 01:07:39 <Samu> i guess nothing bad happens 01:07:52 <Samu> CCA_NEW is the one with the ClientID stuff 01:10:13 <_dp_> GetStartNextTime works by company id 01:10:51 <Samu> oh, i see what you mean 01:11:07 <_dp_> if say only one AI is configured with delayed start and player creates a company ai won't start at all 01:12:03 <_dp_> should count ai companies there 01:13:59 <_dp_> still kinda wonky though 01:14:44 <_dp_> CmdCompanyCtrl should probably check starting time instead 01:15:00 <_dp_> also problem with starting several ais will disappear as well 01:15:25 <Samu> that sounds kinda like I had before 01:16:16 *** Flygon has joined #openttd 01:16:45 <Samu> but was rejected :( 01:17:33 <Samu> TrueBrain called it a "very dirty hack" 01:18:06 <_dp_> so it went full circle huh 01:18:15 <_dp_> well, he might have been wrong 01:19:53 <Samu> the problem was similar, the queue 01:20:29 <Samu> instead of queuing the exact number of AIs, it was queuing the command multiple times 01:20:37 <_dp_> though judging by his comments your implementation was also bad :p 01:20:43 *** erratic has quit IRC 01:22:59 <Samu> nielsm suggested using a bitmask 01:23:09 <Samu> i'm not sure how to do that :/ 01:24:34 <peter1138> 1 << x 01:24:44 <peter1138> Or SetBit 01:25:29 <_dp_> Samu, you're starting them immediately though, that doesn't even have to network queue 01:26:11 <Samu> that's only when the first one that's starting on a new game is 0 01:26:54 <Samu> hmm 01:27:12 <Samu> I need 15 bits if using a bitmask 01:27:57 <_dp_> actually no automatic ai start needs to be queued 01:28:01 <_dp_> only manual ones 01:28:05 <_dp_> if that's even a thing 01:29:11 <Samu> first ai could have a start_date of 50, and all the others a start_date of 0 01:29:35 <_dp_> also that, yeah... 01:29:52 <_dp_> I kinda assumed they're sorted coz but apparently not 01:30:14 <Samu> must think of a way to do this the bitmask way 01:31:21 <peter1138> You'll need 15 bits, woo. 01:33:19 <peter1138> CCA does not need to be 16 bits, so... 01:33:35 <_dp_> why bother? MaybeStartNewCompany should just create them directly and be done imo 01:33:48 <_dp_> it's already queued 01:33:59 <_dp_> well, sorta, it's timed but whatever 01:34:16 *** WWacko1976-work has joined #openttd 01:34:31 <Samu> that would desync 01:34:44 <Samu> must go through the network queue :( 01:34:52 <glx> client must start company too 01:34:58 <_dp_> Samu, why? it goes in order already 01:35:05 <_dp_> as it's tick handler basically 01:35:24 <_dp_> glx, client never starts several 01:35:52 <_dp_> glx, and doesn't care about start time afaict 01:35:53 <glx> I mean when server start an AI company, client must also create a company 01:36:25 <_dp_> glx, sure, it's in tick handler 01:36:36 <peter1138> Yeah, about that. 01:37:08 <_dp_> glx, right next to bankrupcy and it works fine 01:37:20 <peter1138> AI settings are not synced between server and client, cos clients don't run the AIs. 01:37:34 <peter1138> So the client does not have the same information as the server. 01:37:36 <peter1138> However. 01:38:22 <Samu> oh right, i also need 4 more bits for the network max companies 01:38:27 <Samu> 15 + 4 01:38:30 <Samu> 19 01:38:58 <glx> why network max company ? 01:39:31 <Samu> it's in the _setting_client category 01:39:48 <_dp_> peter1138, however? 01:40:26 <Samu> it's gonna be a "very dirty hack" again, :) 01:40:31 <_dp_> peter1138, makes no difference imo 01:45:17 <Samu> gonna try keep the same code but use a bitmask instead of ais_to_start number 01:45:38 <Samu> but have no time now, maybe tomorrow 01:45:41 <_dp_> peter1138, oh, I got it 01:45:54 <Samu> take care, cyas 01:46:04 <_dp_> peter1138, well, send ai config to client then? 01:46:10 *** Samu has quit IRC 01:46:37 <_dp_> peter1138, much better than doing shenanigans with queue 01:57:07 <peter1138> - TileArea ta(i->location.tile - ::TileDiffXY(radius, radius), i->location.w + radius * 2, i->location.h + radius * 2); 01:57:10 <peter1138> + TileArea ta = TileArea(i->location).Expand(radius); 01:57:10 <peter1138> Hmm, well. 01:57:18 <peter1138> Shit, 3am. 01:58:12 <peter1138> TileArea ta(i->location); 01:58:15 <peter1138> ta.Expand(radius); 01:58:22 <peter1138> Is the alternative. 02:14:32 <supermop_Home> peter1138 a bit late there no? 02:14:52 <peter1138> Breaking NRT is a full-time job. 02:16:25 <supermop_Home> hopefully you are getting paid time and a half on that free labor 02:18:59 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7467: Codechange: Replace duplicated code with TileArea::Expand() https://git.io/fjLmR 02:40:54 *** D-HUND has joined #openttd 02:44:14 *** debdog has quit IRC 02:50:44 *** glx has quit IRC 03:05:07 <Eddi|zuHause> "Breaking NRT" sounds like a bad knowckoff TV series 03:28:12 *** Supercheese has joined #openttd 04:39:44 *** Supercheese has quit IRC 04:40:05 *** Supercheese has joined #openttd 04:41:49 *** Pikka has joined #openttd 04:45:27 *** Supercheese has quit IRC 04:45:49 *** Supercheese has joined #openttd 04:48:24 *** Supercheese has quit IRC 05:16:22 *** psilynt has quit IRC 05:26:56 *** Laedek has quit IRC 05:28:16 *** Laedek has joined #openttd 05:41:26 *** nielsm has joined #openttd 05:41:27 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7460: Fix #6222: Advanced sprite layout sometimes showed incorrect railtype ground tile. https://git.io/fjL12 05:55:04 *** Ttech has quit IRC 06:02:52 *** Ttech has joined #openttd 06:05:46 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7379: Codechange: Use C++11 functions for threading https://git.io/fjL1H 06:11:36 *** synchris has joined #openttd 06:20:41 <peter1138> Hmm. 06:23:11 *** andythenorth has joined #openttd 06:23:36 <peter1138> Hi. 06:28:38 *** andythenorth has quit IRC 06:28:56 *** andythenorth has joined #openttd 06:30:28 <andythenorth> moin 06:30:34 <andythenorth> is it cat? 06:30:55 <peter1138> It is dog 06:31:23 <Pikka> or frog 06:31:31 <andythenorth> log! 06:31:41 <andythenorth> it's log, log, it's big it's heavy it's wood 06:31:50 <andythenorth> also 06:31:58 <andythenorth> always tenderise your yak 06:32:36 <Pikka> yes 06:34:04 <andythenorth> so I deliberately made Steeltown to break your brain 06:34:06 <andythenorth> https://dev.openttdcoop.org/attachments/download/9376/yo_trams.png 06:34:16 <andythenorth> by cramming loads of connected industries together 06:34:29 <andythenorth> now I need some special vehicles to make it easier :x 06:34:46 <andythenorth> what shall I do? 06:35:31 <andythenorth> trams!! 06:35:56 <Pikka> trumz! 06:36:17 <Pikka> why not zellepins? 06:39:40 <andythenorth> that is a good point 06:39:48 <andythenorth> also land-based hovercraft 06:39:55 <andythenorth> peter1138: ^ when are land-ships done? 06:40:04 <peter1138> After NRT. 06:40:27 <andythenorth> definitely after 06:41:36 <peter1138> It's getting there. I'm splitting it up. 06:42:29 * andythenorth wonders about water types 06:42:36 <andythenorth> river: 5mph 06:42:43 <andythenorth> river: dredged: 7mph 06:42:56 <andythenorth> river: dredged, reinforced banks: 9mph 06:43:15 <andythenorth> probably definitely a a good idea 06:47:06 <peter1138> Much gameplay. 06:47:13 <peter1138> Deep water 06:48:20 <andythenorth> submarines! 06:55:33 <Eddi|zuHause> it's a logical idea, but that makes it not necessarily a good one :p 07:01:56 <DorpsGek_II> [OpenTTD/OpenTTD] nocunoct opened issue #7476: Can't Refit Certain NewGRF Trains (undefined string error) https://git.io/fjLM3 07:05:52 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7476: Can't Refit Certain NewGRF Trains (undefined string error) https://git.io/fjLMs 07:12:57 *** sla_ro|master has joined #openttd 07:13:46 *** erratic has joined #openttd 07:15:54 *** Smedles_ has quit IRC 07:16:19 *** Smedles has joined #openttd 07:20:24 <andythenorth> peter1138: do you want a coverage bug 07:25:05 *** Wolf01 has joined #openttd 07:25:47 <Wolf01> o/ 07:27:09 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7446: Feature: Show coverage area for existing stations and towns https://git.io/fjLM4 07:33:25 <nielsm> this was slightly funny: http://colinm.org/sigbovik/ 07:35:49 <andythenorth> remarkable 07:42:14 <andythenorth> hmm, is time to patch the game? 07:42:58 * andythenorth has some ideas :P 07:44:51 <andythenorth> or maybe I just do it in newgrf 07:45:03 <andythenorth> houses in FIRS? 07:50:27 <Eddi|zuHause> it is surprisingly nontrivial to drive around a planet and not fall into a chasm 07:50:41 <LordAro> peter1138: that makes 2 duplicates now. 1.9.1 is going to have to be a thing quite quickly, isn't it? 07:51:24 <Eddi|zuHause> also "i set this beacon here last time, but which direction is home from here? 07:51:50 <LordAro> and that one shows it's more than just a cosmetic missing string 07:51:50 <nielsm> andythenorth: I think some of those "town industries" that really are retailers for finished goods should be houses yes 07:51:53 <LordAro> Eddi|zuHause: :D 07:52:37 <andythenorth> Eddi|zuHause is that general life advice? 07:52:41 <andythenorth> I suspect it's valid 07:52:50 <Eddi|zuHause> probably 07:52:53 <nielsm> but it could also use a mechanism to ensure towns above a certain size have them and maybe something to try to avoid demolishing them 07:53:07 <andythenorth> there is a missing something somewhere 07:53:08 <peter1138> Biek tiem 07:53:29 <andythenorth> industry newgrf has proper domain over cargos and industries 07:53:35 <andythenorth> and vehicles work fine with that 07:53:41 <andythenorth> but towns are a mess 07:53:55 <andythenorth> industries, cargos, houses, GS 07:53:56 <nielsm> towns need to know what cargos are interesting to accept and they can't 07:54:03 <andythenorth> all have domain overlap 07:54:11 <andythenorth> there's no concept of 'economy' 07:54:17 <nielsm> so houses just accept the bare minimum of pass, mail, goods 07:54:57 <nielsm> also birds don't know how to eat a sandvich, they just explode crumbs all over 07:54:58 <andythenorth> except when they accept carbon steel 07:55:01 <andythenorth> as in my current game 07:55:04 <nielsm> :D 07:55:04 <andythenorth> because goods is missing 07:55:18 <andythenorth> and default houses uses industry num, not label 07:56:48 <nielsm> also birds love cheese 07:56:57 <Eddi|zuHause> there it is again... i saw a glimpse of what i think the home base waypoint was, and next chasm opens 08:03:47 <andythenorth> so what shall I cap scrap yard production to? 08:03:55 <andythenorth> it's proportional to town popn 08:03:59 <andythenorth> 2048t / month? 08:04:28 <andythenorth> 2048t, but scaled by industry production multiplier, which is randomised on build? 08:05:42 <andythenorth> scaled by town popn, but divided by the number of scrap yards in the town? 08:17:05 <nielsm> scaled up by town pop and down by town passenger percentage transported? 08:25:58 <andythenorth> possibly 08:26:36 <andythenorth> whereas industry has had a lot of thought over the years 08:26:43 <andythenorth> ideas about towns are pretty under-developed 08:26:51 <andythenorth> we have GS citybuilders, and some house grfs 08:26:53 <andythenorth> and that's it 08:27:56 <andythenorth> industry, so many different production ideas tried in grf: ECS, Canadian Industries, PBI, FIRS, SPI, Yeti, Manual Industries 08:28:10 <andythenorth> lots of alternatives to evaluate + find what is good 08:32:52 <nielsm> town zones outside just concentric rings (maybe mixed RC zones at 3/1, 2/2, 1/3 ratios, and CI zones), and have houses specify their general function in a way so finished goods can be auto-accepted by appropriate town buildings 08:36:41 <andythenorth> something like this yes 08:52:11 *** erratic has quit IRC 09:06:14 *** nielsm has quit IRC 09:07:16 <andythenorth> scrap production, proportional to goods delivered to town? o_O 09:24:59 <Eddi|zuHause> that might be too direct feedback 09:25:04 *** gelignite has joined #openttd 09:26:04 <Eddi|zuHause> imagine scrapyard more like a port 09:26:29 <andythenorth> there's probably an indirect measure that could be used 09:26:42 <andythenorth> town health / satisfaction level / growth rate etc 09:26:49 <andythenorth> consumption level 09:27:42 <DorpsGek_II> [OpenTTD/OpenTTD] michicc merged pull request #7379: Codechange: Use C++11 functions for threading https://git.io/fjvlz 09:31:53 <michi_cc> Any opinions besides LordAro's on https://github.com/OpenTTD/OpenTTD/pull/7453#discussion_r271173304 ? 09:45:01 <_dp_> andythenorth, there are many CB variations as well: Aphid's CB, Luukland's CB, CityMania CB and bunch of random scripts 09:45:23 <_dp_> andythenorth, considering how little you can actually do with towns that's already a lot 09:46:02 <andythenorth> there are zero economy newgrfs though 09:46:32 <_dp_> andythenorth, what's your definition of economy? 09:46:45 <_dp_> andythenorth, isn't basecosts grf economy? 09:46:48 <andythenorth> control over cargos 09:47:12 <andythenorth> control over industry placement 09:47:17 <andythenorth> control over town growth 09:47:55 <_dp_> andythenorth, well, newgrf can't town growth and industry placement so no wonder ;) 09:48:24 <_dp_> andythenorth, well, I guess it can placement but in a very weird way 09:48:38 <andythenorth> this is why I am considering an OpenTTD fork 09:50:05 <_dp_> andythenorth, servers! :p 09:50:14 <andythenorth> the content APIs are too broken to do this via content 09:50:20 <_dp_> andythenorth, citymania does mapgen and town control 09:50:37 <_dp_> andythenorth, and mb even cargos depending on what you mean by that 09:51:06 <andythenorth> effects of cargos 09:51:25 <andythenorth> only way I can see to control it is a patched client, slaved to FIRS 09:52:08 <_dp_> andythenorth, what effects? CB is a cargo effect in a way... 09:52:34 <andythenorth> baseset houses are broken by FIRS 09:52:38 <andythenorth> wrong cargos 09:52:52 <andythenorth> and GS etc have NFI what cargos are in FIRS 09:52:57 <_dp_> well, yeah, you need to define houses... 09:53:03 <andythenorth> so again, patched client, with a hard-coded list of FIRS cargos 09:53:15 <andythenorth> remap all the baseset houses 09:53:17 <_dp_> andythenorth, GS ofc needs to be updated to new version 09:53:22 <andythenorth> redefine town production 09:53:36 <andythenorth> GS is non-viable for what I want to do 09:54:05 <V453000> what kind of incredible stuff do you have in mind andythenorth ? What's the goal? 09:54:15 *** HerzogDeXtEr has joined #openttd 09:54:22 <andythenorth> V453000 it's not incredible, it's kind of low level dull 09:54:31 <V453000> well yeah ok but what :D 09:54:54 <andythenorth> - baseset houses that aren't broken by FIRS, which I could fix in a newgrf by coping all baseset into it, but meh 09:55:07 <andythenorth> - cargos that affect town when delivered 09:55:30 <andythenorth> - reliable placement of industry in town OR reliable houses-are-fake-industries 09:55:58 <andythenorth> - town growth based on something interesting, not some non-understandable mechanic I have to look up in the wiki 09:56:19 <_dp_> andythenorth, you keep telling me to make grf for every little thing but are too lazy to fix houses after you broke cargos :p 09:56:37 <_dp_> andythenorth, for gods sake, ll grf redefines all houses just to drop authority penalty to 0 09:57:12 <andythenorth> is that on github somewhere? 09:57:26 <andythenorth> I could make 'unfuck-baseset-houses-with-FIRS.grf' 09:57:27 <_dp_> andythenorth, I doubt it even has source anymore... 09:57:39 <V453000> having more interesting town growth sounds like something that could be quite nice 09:57:51 <andythenorth> I just can't be arsed to make yet another grf just to fix houses 09:58:02 <andythenorth> might as well patch base game 09:58:05 <V453000> what's borked? 09:59:01 <andythenorth> if goods isn't defined, houses accept weird stuff 09:59:17 <V453000> ooh 09:59:23 <V453000> (: 09:59:37 <andythenorth> it's a failure of FIRS, it should provide goods cargo always 10:00:19 <V453000> I wonder how YETI handles that 10:00:26 <V453000> I don't think YETI has goods 10:00:45 <planetmaker> o/ 10:01:16 <V453000> yo :) 10:01:51 <V453000> yeah it doesn't and towns seem to just accept passengers and mail 10:02:00 <V453000> sooooooo WTF 10:02:45 <andythenorth> with arctic? 10:03:08 <andythenorth> maybe it's this GS doing it 10:03:15 <andythenorth> dunno what GS does tbh 10:04:30 <V453000> I checked temperate but I'll check arctic 10:05:39 <V453000> yeah just passengers and mail, I see nothing wrong 10:07:45 <andythenorth> houses configured to accept goods will accept whatever is in slot 5 (counting from 0) 10:08:09 <_dp_> isn't town effect just a property of cargo? 10:08:22 <_dp_> afaict it picks first cargo with effect TE_GOODS 10:08:43 <_dp_> no idea how that translates to grfs tho 10:09:26 <Pikka> newgrf house acceptance is completely customisable, of course 10:09:51 <_dp_> Pikka, that too 10:09:54 <_dp_> but https://newgrf-specs.tt-wiki.net/wiki/NML:Cargos#Cargo_effects_on_town_growth 10:10:21 *** Progman has joined #openttd 10:10:34 <_dp_> if no cargo has TE_GOODS it won't require anything 10:11:18 * andythenorth explores 10:12:08 <andythenorth> nah 10:12:27 <andythenorth> TE_GOODS is set for Petroleum Fuels, which are defined 10:12:44 <andythenorth> but the houses are accepting Carbon Steel, which has no TE defined 10:12:57 <andythenorth> it's whatever's in slot 5 10:13:24 <_dp_> andythenorth, it may be that if no defined it picks default TE 10:13:31 <V453000> I vaguely remember Sylf was messing with the IDs somehow to make it behave in YETI 10:13:45 <andythenorth> cargos have to be placed in order to not break towns 10:14:25 <andythenorth> https://github.com/andythenorth/firs/blob/master/src/economies/steeltown.py#L4 10:14:27 *** pnda has joined #openttd 10:15:42 <_dp_> hm, yeti just skips id 5... 10:16:28 <andythenorth> then the houses will just drop the cargo 10:16:32 <andythenorth> that makes sense 10:17:28 <V453000> thanks for checking _dp_ I don't even have YETI source checked out here :D 10:18:05 <_dp_> V453000, yeah, i just googled it as well xD 10:18:11 <V453000> xd 10:18:30 <_dp_> https://dev.openttdcoop.org/projects/yeti/repository/entry/src/cargo_definitions.pnml 10:18:48 <V453000> (: 10:20:01 <_dp_> hm... it may actually be a bug... 10:21:49 <_dp_> here https://github.com/OpenTTD/OpenTTD/blob/master/src/town_cmd.cpp#L3339 10:22:10 <_dp_> it iterates cargo effects but then indexes t->received with it which is CargoID 10:23:34 <_dp_> uint32 goal[NUM_TE]; ///< Amount of cargo required for the town to grow. 10:23:35 <_dp_> t->goal[TE_FOOD] = TOWN_GROWTH_WINTER; 10:23:41 <_dp_> that doesn't match either 10:24:42 <_dp_> afaict it's supposed to work by defining cargo effects in grf but implementation is a mess 10:28:04 <_dp_> so it works like that atm: if there is a cargo with TE_FOOD towns require id 5 10:28:08 <_dp_> id 4 for TE_WATER 10:28:19 <andythenorth> just burn the implementation :( 10:28:27 <andythenorth> let me have a newgrf CB to decide growth 10:28:40 <pnda> Does that CB exist yet? 10:28:44 <andythenorth> of course not 10:28:51 <andythenorth> It Must Be Done With GS 10:28:57 <_dp_> actually... I think GS can fix those goals... 10:29:05 <andythenorth> even though GS is non-viable 10:29:35 <andythenorth> at some point I have to stop whining and start patching :( 10:29:36 <andythenorth> oof 10:30:03 <pnda> because I am looking into the code again to add a newgrf vehicle attribute. Where's a good point to start? (I have never done anything with the OpenTTD source code and don't know much C++) 10:30:39 <andythenorth> there's something like ground_vehicle.cmd or so 10:30:43 <andythenorth> which might be helpful 10:30:53 * andythenorth might be wrong 10:31:31 <andythenorth> meanwhile, so much left to connect :x https://dev.openttdcoop.org/attachments/download/9377/Sesdingney%20Falls%20Transport,%2006-04-1992.png 10:31:47 <planetmaker> pnda, and, of course, newgrf.cpp is a good file to look at, too 10:32:19 <_dp_> my bet is newgrf_engine.h/cpp 10:33:00 <pnda> It would be only for trains. So yeah, newgrf_engine.h/cpp would make the most sence. 10:38:11 <pnda> I take it that static uint32 VehicleGetVariable is the function for getting a variable of a vehicle (train), like for example GetGRFID(). Or am I wrong here? 10:55:30 <pnda> So yeah, VehicleGetVariable() gets a variable of a vehicle... Where do these get called and where are the bytes defined that are usable in a GRF file? 10:59:03 <_dp_> hm, I was wrong, received is also indexed by town effect so implementation seems ok 10:59:13 <_dp_> btw, https://github.com/OpenTTD/OpenTTD/issues/3341 10:59:22 <_dp_> andythenorth, and you closed it! :p 11:03:30 <LordAro> if in doubt, andy probably closed it 11:23:18 <_dp_> hm... how do I check in C++ where tf does function come from? 11:23:26 <_dp_> it shouldn't be defined for all I can see 11:23:57 <planetmaker> I generally grep over all source dirs 11:24:15 <_dp_> planetmaker, me too, but it's not there 11:25:28 <pnda> Where is the function that checks if a train is already inside of a station? 11:25:38 *** Gabda has joined #openttd 11:25:42 <Gabda> hi 11:25:46 * peter1138 returns 11:25:57 <DorpsGek_II> [OpenTTD/OpenTTD] GabdaZM commented on pull request #7369: Add: k-d tree element checker function https://git.io/fjLyo 11:27:31 *** gelignite has quit IRC 11:31:11 <_dp_> I guess more correct question would be how tf did that function end up outside of its namespace 11:31:21 <peter1138> Hmm, I need to go out to get lunch. 11:34:31 * andythenorth eating lunch 11:34:38 <andythenorth> _dp_: reopen the ticket!! 11:34:42 <andythenorth> or something 11:34:52 <andythenorth> NewTownStuff 11:35:27 <_dp_> andythenorth, well, I'm not sure what exactly is broken anymore 11:35:49 <peter1138> Station coverage is 11:35:52 <andythenorth> that specific ticket was about variable snowline, as I read it 11:36:07 <andythenorth> peter1138: sorry :( I broke it 11:36:53 <_dp_> andythenorth, also that ticket uses some chinese dialect of nml, I don't speak it :p 11:37:27 <pnda> where tf is there a function checking if a train is in a station?! 11:38:51 <_dp_> andythenorth, snowline was part 1, part 2 seems the same issue you have 11:39:14 <peter1138> Meh, need shower, then I'll get food, then I'll look at it. 11:39:21 <_dp_> andythenorth, if effect is not defined it picks up default so you end up with two effect on two cargos and it only shows first one 11:40:14 <andythenorth> hmm 11:40:38 <andythenorth> so many frigging interactions 11:40:49 * andythenorth changes economy, removes houses newgrf, disables all GS 11:41:06 <andythenorth> yeah no it's a different issue 11:41:41 <andythenorth> houses are hard-coded to accept cargo 5 11:41:54 <andythenorth> it's just gonna break if cargo 5 is not goods 11:42:34 <andythenorth> ok what shall I call my house grf then? 11:42:45 <andythenorth> in fact, I just put the houses in FIRS I think 11:43:26 <andythenorth> or I disable FIRS if the house grf isn't used? 11:43:48 <_dp_> andythenorth, why not just put your cargo in 5th slot? 11:43:59 <TrueBrain> hmm .. why did a commit from michi_cc trigger a 'release' build on the azure pipelines ... 11:44:01 <_dp_> will probably also help compatibility with other house sets 11:44:03 <andythenorth> what happens if I leave the 5th slot empty? 11:44:16 <_dp_> andythenorth, yeti happens 11:44:23 <andythenorth> so I could just add a null cargo 11:45:21 <andythenorth> much lolz all round 11:45:49 <TrueBrain> its a CI build, but it should only happen on tags ... why did this trigger .. 11:46:43 <TrueBrain> very odd 11:46:52 <DorpsGek_II> [OpenTTD/OpenTTD] GabdaZM updated pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns https://git.io/fhsu0 11:50:40 *** HerzogDeXtEr1 has joined #openttd 11:54:00 <DorpsGek_II> [OpenTTD/OpenTTD] GabdaZM updated pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns https://git.io/fhsu0 11:56:19 *** HerzogDeXtEr has quit IRC 11:58:27 <andythenorth> so something something houses 11:58:41 <andythenorth> how about they check cargo labels, not cargo numbers? o_O 11:59:03 <andythenorth> also the default vehicles, while we're here 12:00:14 <DorpsGek_II> [OpenTTD/OpenTTD] GabdaZM commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns https://git.io/fjLSm 12:03:19 <DorpsGek_II> [OpenTTD/OpenTTD] capitalismlab-owner opened issue #7477: 1.9.0 Cannot display language properly. https://git.io/fjLSG 12:04:00 <DorpsGek_II> [OpenTTD/OpenTTD] GabdaZM commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns https://git.io/fjLSZ 12:04:19 <pnda> https://git.io/fjLSG => Those expected and actual results and steps to reproduce are very helpful :p 12:04:58 <_dp_> andythenorth, I think it checks labels actually 12:05:04 <_dp_> andythenorth, mb not for default houses though 12:05:31 <pnda> .. im still searching for the function that checks if a train is in a station ... 12:07:32 <_dp_> andythenorth, yeah, for default ones that's hardcoded 12:10:45 <andythenorth> well that's a thing 12:18:11 <pnda> Is there a track property for a station? 12:18:24 <pnda> Like there's TRACK_BIT_DEPOT for a Depot? 12:27:43 <andythenorth> try looking for gradualloading or so https://newgrf-specs.tt-wiki.net/wiki/VariationalAction2/Vehicles#Modflags_.28FE_and_FF.29 12:27:59 <andythenorth> bit 1 of FE relates to loading 12:30:39 <pnda> Is there a function to get the length of a vehicle on a certain position? 12:46:52 <V453000> hm, I have in my .gitignore a line /gfx/x-script-temp ... I'm expecting that folder to be ignored by git, but it still shows in my working copy :d 12:46:58 <V453000> what could possibly be wrong? 12:47:37 <V453000> oh maybe 12:48:16 <V453000> oh yeah I guess it's because those files were previously commited :) 13:09:21 <andythenorth> is it nap time? 13:13:59 *** Gabda has quit IRC 13:14:58 <peter1138> i back 13:15:35 <peter1138> I forgot the golden rule. Don't go to the supermarket when hungry. 13:19:18 <Pikka> this sounds like a rule which could lead to death from starvation 13:23:45 <andythenorth> it usually leads to over-shopping 13:28:00 <peter1138> Yes 13:28:17 <peter1138> I have to figure out how this station coverage thing works :p 13:35:23 <andythenorth> nearly brilliantly 13:36:35 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 13:37:56 <pnda> maybe c++ openttd development is just nothing for me.... 13:38:57 *** Flygon has quit IRC 13:39:22 <peter1138> Hmm? 13:45:40 <pnda> Everytime I play OpenTTD I hate this pathfinder 13:51:15 <TrueBrain> so how am I going to test OSX bundling .. hmm 13:53:58 <_dp_> TrueBrain, just release it and wait for complaints? 13:54:02 <_dp_> that's what I did at least xD 13:54:06 <pnda> good idea 13:54:12 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 13:54:21 <TrueBrain> _dp_: yeah .. I am going to try that once .. if that fails, I will try another method :D 13:54:29 <TrueBrain> as otherwise this becomes VERY spammy :D 13:54:55 <dwfreed> I have a mac, might be able to spin up an OS X VM from Windows to test for you 13:55:06 <TrueBrain> hmm: "include\thr\xthread(238,0): Error C2672: 'std::invoke': no matching overloaded function found" 13:55:06 <dwfreed> or i could reboot into OS X 13:55:16 <TrueBrain> Windows builds are failing on CMak enow .. 13:55:18 <peter1138> https://github.com/OpenTTD/OpenTTD/issues/7470 < seems less than ideal? 13:56:09 <dwfreed> peter1138: pretty normal behavior, though 13:56:19 <peter1138> Not really. 13:56:31 <dwfreed> normal as in happens a lot 13:56:46 <peter1138> That does not make it okay. 13:56:48 <_dp_> well, what user is it supposed to run as then? 13:56:52 <peter1138> So is absolutely irrelevant. 13:57:13 <peter1138> Definitely not an elevated user. 13:57:17 <dwfreed> _dp_: should run without the UAC elevation 13:57:55 <pnda> This is actually making me agressive... Why the hell are these trains just going onto tracks that have nothing to do with where they are ordered to go. I have signalling etc. 13:58:09 <_dp_> dwfreed, is that windows way if sudo?) 13:58:11 <_dp_> of 13:58:47 <Eddi|zuHause> pnda: usual suspects are depot servicing or missing catenary somewhere 13:58:47 <_dp_> pnda, breakdowns? 13:59:35 <pnda> nope. They sometimes go where they're supposed to go, but sometimes just do whatever they want 13:59:54 <pnda> And none of them have broken down yet 13:59:59 <peter1138> Did you add a new "random path" pathfinder or something? 14:00:05 <dwfreed> peter1138: look at runas /trustlevel 14:00:14 <pnda> No this is YAPF 14:00:23 <TrueBrain> michi_cc: https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=2632&view=logs&jobId=a4cabd11-27ec-564d-8b9d-344b84f68eed&taskId=0f0d0c2b-8bbc-5471-4f57-2f0f7cc19169&lineStart=752&lineEnd=753&colStart=1&colEnd=1 14:00:32 <TrueBrain> possibly this is something you understand better than I, what goes wrong here 14:00:39 <peter1138> dwfreed, I have had no input into the installer. I have no idea where any of it lives :P 14:00:48 <milek7> in NSIS it is RequestExecutionLevel user 14:00:51 <_dp_> pnda, if breakdown enabled they can at random time decide they want to go to a depot and pick closest one 14:01:14 <_dp_> well, it's regular intervals but effectively random 14:01:21 <pnda> well sure. but there's no depot on the way they are sometimes going 14:01:32 <peter1138> andythenorth, I have no idea how it *was* working :/ 14:01:48 <Eddi|zuHause> did you enable "treat red signals as end of line"? 14:01:49 <peter1138> pnda, post a savegame :p 14:01:53 <TrueBrain> milek7: that is the level the installers runs under 14:01:56 <TrueBrain> the installers needs admin rights 14:01:57 <peter1138> Otherwise it's all just guessing. 14:02:00 <TrueBrain> as it is writing in c:\Program Files 14:02:27 <peter1138> I guess it needs to drop rights when it launches the game, if that's possible. 14:02:29 <TrueBrain> so this ONLY happens if you run OpenTTD as the final step of the installation 14:02:33 <peter1138> If it's not possible, then don't offer? 14:02:41 <TrueBrain> easy solution: no longer offer that option :) 14:02:43 <TrueBrain> exactly :) 14:03:40 <pnda> Using only my GRF "Austrian Trains" v0.1.1. OpenTTD 1.9.0: https://cdn.discordapp.com/attachments/442748131898032138/564087652941561886/Mardwood_Transport_May_9th_3002.sav 14:03:42 <Eddi|zuHause> i'm sure nobody will miss that option :p 14:03:51 <dwfreed> TrueBrain: see runas option i mentioned 14:04:01 <pnda> Eddi|zuHause: No, I can't even find that option "treat red signals as end of line" 14:04:02 <milek7> does it really needs to be in Program Files though? 14:04:17 <milek7> it could be somewhere in AppData/Roaming 14:04:25 <dwfreed> eww 14:04:25 <TrueBrain> it can be in many places :) 14:04:26 <dwfreed> no 14:04:31 <TrueBrain> NSIS does c:\Program Files 14:04:37 <TrueBrain> other installers have more options 14:04:39 <TrueBrain> we welcome PRs :) 14:04:41 <Eddi|zuHause> pnda: yeah, it's a hidden option for a reason :p 14:04:54 <dwfreed> Roaming is the wromg place to put programs 14:05:11 <dwfreed> This is why Chrome installs to Local 14:05:19 <pnda> I am in the Category Expert already and can't find it. Is it really so hidden even "show all settings" doesn't see it? lol 14:05:28 <Eddi|zuHause> yes. 14:05:28 <andythenorth> hmm 14:05:39 <andythenorth> pnda: pathfinder is usually pretty reliable for trains 14:05:57 <pnda> Anyone tested the savegame? 14:05:59 <_dp_> btw, even lost trains sometimes go "right" way 14:06:29 <dwfreed> milek7: you've clearly never been in an AD domain with roaming profiles 14:06:53 <andythenorth> hmm 14:06:57 <andythenorth> so can we fix everything? 14:07:16 <andythenorth> or shall I just draw some trains? 14:07:33 <dwfreed> Nothing like downloading a gigabyte of data just to log into a computer, and upload it again on logout 14:07:34 <TrueBrain> dwfreed: don't be mean; he also is just trying to help with thinking along 14:08:07 <pnda> I FOUND THE REASON 14:08:10 <pnda> MY GOOOOOOOOOOOOOOOOOOOD 14:08:27 <pnda> Next time place a Path Signal instead of a One Way Path Signal my friends 14:08:56 <TrueBrain> okay, creating a bundle in OSX is vastly more complex than I expected ... dsstore .. pinfo.list .. like I know what any of it means :) 14:08:57 <dwfreed> rofl 14:09:20 <peter1138> pnda, excellent. 14:09:30 <_dp_> pnda, better idea for you: learn signaling :p 14:09:39 <pnda> lmao 14:09:56 <andythenorth> yup, that 14:10:06 <peter1138> Path-signals is all you need. 14:10:22 <pnda> Well, most of the times 14:10:31 <_dp_> peter1138, yeah, but if you place them randomly it doesn't always work as you want :p 14:11:05 <peter1138> True. Having them the right orientation helps. 14:11:20 <peter1138> Also making your safe-waiting spaces long enough for your trains helps. 14:14:02 <andythenorth> TrueBrain yo :) 14:15:30 *** Wormnest has joined #openttd 14:18:57 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 14:19:06 <TrueBrain> meh, I was going to push to a different branch ... *fails* 14:24:07 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 14:24:09 <TrueBrain> again, lol .. okay .. guess this will be spammy :P 14:26:48 *** Samu has joined #openttd 14:29:45 <andythenorth> everyone deep in projects :P 14:29:51 * andythenorth has so many unfinished newgrfs :P 14:29:55 <andythenorth> let's break something new! 14:32:02 <TrueBrain> http://devs.openttd.org/~truebrain/openttd-0.1.1-amd64.dmg <- so andythenorth .. how does this look on OSX? 14:32:10 <TrueBrain> pretty sure it is missing dylibs 14:33:01 <TrueBrain> folder structure seems whacked 14:34:28 <andythenorth> "You can’t open the application “OpenTTD.app” because it may be damaged or incomplete." 14:34:33 <TrueBrain> lol 14:34:39 <TrueBrain> does it show an icon on the dmg? 14:35:48 <andythenorth> https://paste.openttdcoop.org/ptmon7ima/wepvxc/raw 14:35:52 <Samu> hi 14:36:05 <andythenorth> TrueBrain: multiple things to say, just digging through it 14:36:27 <TrueBrain> okay, so I need to figure out how to add the dylibs .. 14:36:39 <andythenorth> there is no icon on the dmg 14:37:06 <pnda> I also have a Mac, I can try that later 14:37:09 <andythenorth> the OpenTTD package is there, but shows a no-entry icon because the package is detected as broken 14:37:34 <TrueBrain> tnx andythenorth :) More versions are expected soon :P 14:37:51 <andythenorth> no TrueBrain 14:37:54 <andythenorth> thankyou 14:37:56 <andythenorth> etc 14:38:10 <pnda> Will there also be a installer for Linux? (just wondering) 14:38:34 <andythenorth> did nielsm come back? 14:38:35 <andythenorth> nope 14:47:43 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 14:50:27 <peter1138> Hmm, trying to find some rim tape :/ 14:58:48 <LordAro> peter1138: what happened to the previous tape? 14:59:05 <peter1138> It's not tubeless rim tape :) 14:59:25 <Eddi|zuHause> is it gluten free? 15:00:21 <LordAro> oh, derp, rim tape, not bar tape 15:00:48 <peter1138> Ah shit, one local bike shop doesn't have any to sell, but will fit some :/ 15:00:54 <peter1138> And the other local bike shop just closed. 15:01:36 <peter1138> And Halfords is just useless. 15:02:05 <andythenorth> Halfords did have a go-kart when I badly needed one 15:02:08 <peter1138> I have 21mm tubeless rim tape, but these rims are 40mm wide, heh. 15:02:15 <andythenorth> and a USB-C cable with power delivery 15:02:47 <peter1138> It might work but I'd need to overlap and I don't have enough for that. 15:02:52 <peter1138> Oh well, online ordering it is. 15:03:31 *** Heiki has quit IRC 15:03:40 *** Heiki has joined #openttd 15:06:05 <TrueBrain> so who said that using dylibs was easier than static linking on OSX? 15:06:21 <andythenorth> not me 15:12:08 *** nielsm has joined #openttd 15:12:09 *** Heiki has quit IRC 15:13:37 <pnda> i wish i understood more of the openttd source code to contribute.... 15:15:08 <andythenorth> nielsm: o/ :D 15:15:41 <nielsm> pnda: best way to learn the code is to work with it, set a goal for yourself and take the time to dive in and learn the details required for that goal 15:15:44 <nielsm> imo 15:16:08 <LordAro> it's not like an inate ability 15:16:15 <pnda> nielsm: that's what I have been trying for the last few hours.... nothing has come out yet though 15:16:28 <pnda> And to be honest the goal I have is a bit much I think 15:16:46 <Samu> crap _dp_ code was wrong :( 15:19:43 <nielsm> pnda: otherwise ask some questions and maybe we can direct you to a place in the code to look 15:20:09 *** Heiki has joined #openttd 15:20:17 <andythenorth> nielsm: regions then? 15:20:24 <andythenorth> could we sum population for a region? 15:20:32 <nielsm> probably? 15:20:34 <andythenorth> and count industries of type x in the region? 15:20:50 <andythenorth> could we declare a regional capital? 15:21:05 <andythenorth> and mark it as a city, with the others towns? 15:21:30 <nielsm> one idea I had for it was on a standard mapgen to designate a number of cities as regional capitals and generate regions around those 15:22:07 <_dp_> locks look very weird on titlegame 15:22:14 <andythenorth> I think there are other flexible ways to use regions, but yes 15:22:16 <_dp_> when ships go up and down at the same time 15:22:20 <_dp_> also glitching slightly 15:22:36 <pnda> Well I had these ideas: 1) Having a signal inside a station to allow multiple trains to enter at once. 2) Adding vehicle age factor to station rating. 3 Adding vehicle factor of how much it affects station rating 4) Having times of year, snow in the winter, trees without leaves in autumn etc. 15:22:50 <Samu> ais_to_start++ must be done before getting start_date check 15:24:26 <LordAro> pnda: none of those are simple things, for sure 15:24:31 <nielsm> pnda: 2 and 3 should be doable, 1 requires messing with map array storage and signal logic and would be quite advanced, 4 will require tons of new graphics drawn and implementing new newgrf features which also puts it in the advanced category 15:24:43 <pnda> Yeah 1 and 4 are really not simple 15:24:51 <nielsm> 3 depends on what you mean by vehicle factor 15:25:02 <nielsm> like, some vehicle types are inherently better rated? 15:25:07 <pnda> Yes 15:25:11 <nielsm> since that would probably require newgrf support as well 15:25:16 <pnda> Yes 15:25:32 <_dp_> it's all in game already :p 15:25:33 <nielsm> vehicle age already does play into station rating, iirc 15:25:40 <nielsm> but only for the first 3 years of a vehicle 15:25:45 <nielsm> vehicle's age 15:25:45 <DorpsGek_II> [OpenTTD/OpenTTD] ghisvail commented on issue #6873: Jukebox not working in the flatpak version https://git.io/fjLHg 15:25:49 <andythenorth> what's the fewest number of production cycles in a month? 8? 15:25:56 <andythenorth> or do some Februaries get 7? 15:26:34 <nielsm> yeah a 7 cycle february can happen 15:26:38 <nielsm> 72*28/256 = 7.875 15:26:49 <_dp_> path signal allow multiple trains, age affects rating, ships rating is different 15:27:22 <_dp_> and, snowline moves with seasons 15:27:31 <pnda> path signals allow multiple trains, but not in a station at once, unloading and loading at once. Would be really handy for trams aswell 15:27:45 <pnda> snowlines move with season, but only on arctic climate 15:27:47 <andythenorth> overlapping trains? 15:27:58 <Samu> oh nooo :( 15:28:08 <peter1138> Well, that's tubeless conversion aborted today. 15:28:18 <pnda> ? 15:28:35 <Samu> I just only realise your solution doesn't work :/ 15:28:54 <Samu> _dp_ 15:29:06 <_dp_> andythenorth, that' also already a thing :p 15:29:22 <andythenorth> overlapping and crashed? 15:29:37 <_dp_> andythenorth, train can't crash into inself 15:29:48 <andythenorth> oh yeah, you can do snake :) 15:29:50 <andythenorth> I forgot 15:29:50 <_dp_> andythenorth, well' I guess that makes it overlapping train (no s) 15:30:27 <_dp_> Samu, told you I didn't test it :p 15:30:38 <_dp_> Samu, that's just a general idea how to make it more readable 15:31:09 <Samu> when that for loop is starting, one company is already starting 15:31:16 <Samu> your code doesn't make that happen 15:31:17 *** gelignite has joined #openttd 15:31:22 <Samu> t.t 15:32:02 <Samu> the next ai starting is not the current that's being iterated, but the next one 15:32:29 <Samu> i can't simply do cid + 1 either 15:32:34 <peter1138> So what does "t.t" mean anyway? 15:32:41 <Samu> sad face :( 15:32:45 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 15:32:55 <peter1138> If it involves middle fingers, that's incredibly rude. 15:32:58 <andythenorth> does this text make sense? https://dev.openttdcoop.org/attachments/download/9378/town_producer_text.png 15:33:06 <Samu> tears in each eye 15:33:09 <andythenorth> and can it be less ugly? 15:33:52 * andythenorth wonders if the game gained a text formatter for arbitrary cargo amounts 15:33:54 * andythenorth looks 15:34:10 <Samu> i'm going back to that count skipping yet again :( 15:35:33 <peter1138> What happened to the bitmap idea? 15:35:36 <andythenorth> hmm, no, there's an arbitrary number of cargos at the industry, using a specific cargo formatter won't work 15:36:12 <Samu> i'm trying to implement it, but was reusing _dp_ code ideas. 15:36:29 <Samu> now i'm reverting 15:36:31 <Samu> t.t 15:36:35 <Samu> erm... :( 15:37:05 <pnda> Are there any simple feature requests/bug fixes I could do/fix as a starting point? 15:37:33 <nielsm> https://github.com/OpenTTD/OpenTTD/issues?q=is%3Aopen+is%3Aissue+label%3A%22good+first+issue%22 15:37:50 <andythenorth> you could bug fix andythenorth 15:38:13 <andythenorth> my wife has a list of my defects 15:38:28 <nielsm> actually also try removing the is:open criteria from that search 15:38:41 <nielsm> since some/many of the closed are only closed because nobody showed interest for a long time 15:39:43 <TrueBrain> nielsm: as a FYI, "good first issues" should not be closed due to stale. So the closed ones should either be fixed or no longer valid 15:39:51 <TrueBrain> lot of "shoulds" there ofc :) 15:40:57 <TrueBrain> hmm .. OSX bundling goes wrong, but it is unclear why 15:41:12 <TrueBrain> it copies the dylibs 15:41:15 <TrueBrain> it fixes the executable 15:41:25 <TrueBrain> then it tries to fix up libfreetype .. which breaks 15:42:10 <andythenorth> better https://dev.openttdcoop.org/attachments/download/9379/town_producer_text_2.png 15:42:24 <andythenorth> it's not building natively on OS X, right? 15:43:06 <TrueBrain> item_substring='/Users/vsts/agent/2.149.2/work/1/s/build/_CPack_Packages/amd64/ZIP/Frameworks/libfreety' 15:43:08 <TrueBrain> that seems broken 15:43:22 * andythenorth way out of depth 15:43:40 <pnda> Which files are responsible for getting all town names and putting them into the town name list? 15:44:06 <andythenorth> TrueBrain: the amd64 in the path, that's not relevant to anything, right? 15:44:11 <TrueBrain> otool -l libfreetype.6.dylib 15:44:14 <TrueBrain> what does that return andythenorth? :) 15:44:19 <TrueBrain> andythenorth: no, it is not :) 15:44:52 <andythenorth> (bin35) firs(v4-development-track)$ otool -l libfreetype.6.dylib 15:45:01 <andythenorth> "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/objdump: 'libfreetype.6.dylib': No such file or directory" 15:45:09 <TrueBrain> with the right path to the dylib ofc :) 15:45:11 <TrueBrain> silly :) 15:45:32 <andythenorth> one pastes commands as given, not with edits :P 15:45:33 <andythenorth> ok 15:45:38 * andythenorth looks 15:45:56 <pnda> I like the ReplaceEnglishWords() function lol 15:46:09 <nielsm> pnda: the GUI towns list is in town_gui.cpp 15:46:56 <pnda> nielsm thanks. Are any strings or names taken from any other file? 15:47:04 <andythenorth> does Apple even ship freetype? :P 15:47:06 * andythenorth looking 15:47:21 <TrueBrain> no 15:47:28 <TrueBrain> but I assumed you had it installed via brew :P 15:47:34 <andythenorth> I do 15:48:38 <pnda> So I take it that TownDirectoryWindow is the town list window? 15:49:39 <andythenorth> TrueBrain: https://paste.openttdcoop.org/pjneubd4q/uset7j/raw 15:49:44 <TrueBrain> ty 15:52:27 <peter1138> pnda, likely :) 15:52:33 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7446: Feature: Show coverage area for existing stations and towns https://git.io/fjksj 15:52:33 <TrueBrain> andythenorth: this is with -l the output (lowercase L) 15:52:50 <andythenorth> otool -l /usr/local/Cellar/freetype/2.9.1/lib/libfreetype.6.dylib 15:53:03 <peter1138> andythenorth, can you break it again please? 15:53:17 <andythenorth> peter1138: sure 15:53:54 <peter1138> What else was I doing before you interrupted me? :D 15:54:09 <peter1138> Oh yeah, I did the method chaining thing that LordAro suggested. 15:54:15 <andythenorth> when I have a PR fetched, is there any way to update it, except delete and fetch again? 15:54:56 <peter1138> (In #7467) 15:55:08 <_dp_> why is goal question window is marked as construction window? 15:57:21 <TrueBrain> andythenorth; and the same command with -L ? :D 15:57:44 <andythenorth> https://paste.openttdcoop.org/pf4yhqvai/lyvhd2/raw 15:57:58 <TrueBrain> ty! 15:58:18 <TrueBrain> it references itself, funny :D 15:58:47 <DorpsGek_II> [OpenTTD/OpenTTD] Romazoon opened issue #7478: Newobject disapears if company owner get buyed by another company https://git.io/fjLQf 16:01:34 <LordAro> peter1138: nearly everyone i'm following on strava did a (not insignificant) ride today. i feel left out 16:01:47 <peter1138> I only did 50-odd. 16:01:49 *** Romazoon has joined #openttd 16:02:00 <LordAro> #7478 is interesting 16:02:05 <LordAro> is it a new issue? 16:02:11 <LordAro> i.e. not in 1.8 16:02:44 <peter1138> Dunno, I have never used newobjects. 16:02:52 <Romazoon> i think it s not so new 16:03:18 <Romazoon> i experienced it months ago, if not a year ago 16:03:31 <LordAro> interesting 16:03:41 <andythenorth> oh I can build next to competitor stations now? 16:03:52 <peter1138> I bet the code for changing owner is not updated for newobjects at all. 16:04:07 <peter1138> Yeah, it'll change the ownership of owned land, and statues. 16:04:11 <peter1138> Otherwise it'll remove. 16:04:14 <andythenorth> peter1138: so if I open station construction, any coverage on any station is toggled off? 16:04:19 <andythenorth> expected? 16:04:29 <peter1138> Before newobjects, that "otherwise" would be only company HQ. 16:04:40 <peter1138> andythenorth, yeah, it uses the same variable :s 16:05:10 <Samu> static int GetStartNextTime(uint count = 0, CompanyID *company = (CompanyID *)INVALID_COMPANY); 16:05:15 <Samu> does that make sense? 16:05:21 <peter1138> No. 16:05:24 <Samu> :( 16:05:37 <Samu> i need to get both the start time and the company id 16:05:40 <Samu> what to do? 16:05:51 <peter1138> Why use a default value? 16:06:09 <Samu> because it complains about ... sec, brb 16:06:25 <_dp_> getting start time by company id makes no sense imo 16:06:30 <Samu> default argument not at end of argument list 16:06:31 <_dp_> should be by amount of ais 16:07:02 <peter1138> _dp_, it feels like this whole thing needs scrapping and being written by someone who knows a bit about process control and logic... 16:07:14 <peter1138> _dp_, but nobody else actually cares about the functionality :p 16:07:30 <Samu> i want to get the company id for the bitmask 16:07:34 <_dp_> peter1138, thing is, unless you send ai starts to client there is no good way to do it 16:07:34 <andythenorth> what are we scrapping now? o_O 16:07:50 <_dp_> peter1138, coz there is no place with complete info 16:07:56 <peter1138> multiple ai starting in multiplayer. 16:08:15 <_dp_> peter1138, tick handler can't predict future and command handler runs on client, so both have incomplete info 16:08:59 <peter1138> andythenorth, the coverage button even toggles as the station is highlighted, heh. 16:09:23 <andythenorth> peter1138: yes, it's all very 'correct' :D 16:09:37 <peter1138> andythenorth, maybe it should be separate and not touch each other. 16:09:38 <andythenorth> it's totally consistent afaict 16:09:43 <andythenorth> just maybe a bit weird 16:09:51 <peter1138> But then you'd get 2 stations highlighted, and then what? 16:10:02 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 16:10:48 <andythenorth> peter1138: I think it's probably fine 16:10:53 <andythenorth> merge it, await feedback 16:11:00 <peter1138> I can't merge it :p 16:11:08 <andythenorth> get LordAro to merge it 16:11:14 <Samu> company is a @param [out] thing 16:11:25 <peter1138> Samu, have you heard of NULL? 16:11:33 <Samu> NULL is 0 16:11:38 <Samu> 0 is a valid company :( 16:11:47 <peter1138> No 16:12:04 <peter1138> As it's a pointer, NULL is NULL, not a CompanyID. 16:12:22 <peter1138> If you dereference the pointer, it becomes a CompanyID, and you can't dereference NULL. 16:13:45 <Samu> static int GetStartNextTime(uint count = 0, CompanyID *company = NULL); 16:14:10 <Samu> like that? 16:14:10 <peter1138> Why are you even using default parameters? 16:14:34 <Samu> because GetStartNextTime is called in different manners 16:14:43 <Samu> GetStartNextTime() 16:14:57 <Samu> GetStartNextTime(ais_to_start) 16:15:03 *** Romazoon has quit IRC 16:15:10 <Samu> GetStartNextTime(ais_to_start, &company) or so 16:15:24 <Samu> or is it * 16:15:27 <peter1138> Have you considered you are probably doing it wrong? 16:15:32 <Samu> no 16:15:36 <peter1138> Well you should. 16:15:37 <_dp_> rofl 16:16:00 *** synchris has quit IRC 16:18:24 <_dp_> somewhat ok implementation would be to send ai number and start time to CmdCompanyCtrl at let it decide what to do with it 16:18:34 <_dp_> and forget about starting multiple in same command 16:18:38 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 16:18:43 <peter1138> Starting multiple AIs is the whole point. 16:18:59 <peter1138> If you don't want to start multiple AIs in one go, then the original code already worked. 16:19:20 <_dp_> peter1138, I bet it didn't work too well 16:19:43 <_dp_> peter1138, command handler needs start time, what if someone started ai manually right before it? 16:19:57 <andythenorth> why do we need to start AIs together? 16:20:11 <andythenorth> aren't they supposed to be desynchronised, for gameplay reasons? 16:20:12 <TrueBrain> I have been thinking about this .. the whole approach is basically wrong. Better would be to rename 'start_date' to something like 'delay_days', and on startup create 'start_date' with real dates when the AI should start ..that would heavily simplify a lot of other code, I guess 16:21:01 <peter1138> andythenorth, we don't need it, it's Samu's toy. 16:21:18 <peter1138> Okay, Windows 3.11 theme for Gtk3. 16:21:19 <_dp_> TrueBrain, how would that change anything? 16:21:20 <TrueBrain> the biggest mindfuck so far is that 'start_date' is really not a date that the AI starts :P 16:21:47 <TrueBrain> it would fix the problems, make the code more readable, and make the PR clean? 16:21:52 <TrueBrain> weird question 16:22:26 <_dp_> TrueBrain, as I see it you can easily get real date from start date and vice versa 16:22:36 <TrueBrain> no, not really 16:22:39 <TrueBrain> not how it currently works at least 16:22:41 <andythenorth> can we even start all the AIs in the same tick? 16:22:44 <TrueBrain> it is very wonky 16:22:55 <TrueBrain> andythenorth: yes and no 16:22:58 <TrueBrain> not in the way you would think 16:23:12 * andythenorth is not a programmer, but seems weird 16:23:36 <TrueBrain> for sure the current code is not designed to start multiple AIs in the same tick 16:23:53 <TrueBrain> so what-ever you try with the current design, the code will get really messy 16:25:08 <_dp_> TrueBrain, if (_next_competitor_start == 0) _next_competitor_start = AI::GetStartNextTime() * DAY_TICKS; 16:25:17 <TrueBrain> well, more exact, you currently can't start more than one AI safely within N ticks, where N depends a lot on the multiplayer settings :D 16:25:19 <_dp_> TrueBrain, seems easy enough to recalculate to whatever 16:25:42 <TrueBrain> _dp_: except that that value hitting 0 doesn't mean an AI will start 16:25:44 <TrueBrain> just that it will try 16:26:12 <TrueBrain> so start_date is just: try-to-start-after-N-days-since-the-last-time-you-tried 16:27:30 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 16:28:11 <TrueBrain> and that btw is the whole issue .. and keeping that as-is, and trying to solve things around it, just constantly painfully points out that the real issue is the way AIs are trying to get started 16:28:29 <TrueBrain> meaning you get weird functions with Company * etc :P 16:29:06 <TrueBrain> sometimes proper solution require a step back :) 16:29:31 <_dp_> TrueBrain, well, whatever, even if you know start_date it still won't help much if client doesn't know it 16:30:09 <Samu> error C2101: '&' on constant 16:30:16 <Samu> how do I de-const? 16:31:30 <Samu> this bitmask thing is becoming a pain 16:31:37 <TrueBrain> right, so far any attempt on a constructive conversation :) 16:32:33 <andythenorth> seriously not making progress :P 16:32:45 * andythenorth back to playing OpenTTD 16:33:48 <milek7> Samu: what bitmask? 16:34:17 <Samu> given what TrueBrain is saying, it's still the wrong approach 16:34:44 <milek7> you shouldn't cast const away, but declare it also const in parameter 16:35:59 <peter1138> Hmm, is it dinner time yet? 16:36:11 <peter1138> Wait, no, I had dinner about 3 hours ago! 16:36:17 <peter1138> I mean lunch. 16:36:17 <Samu> but it's not a const 16:36:26 <Samu> must remove the const 16:36:29 <TrueBrain> andythenorth: http://devs.openttd.org/~truebrain/openttd-0.1.1-amd64.dmg <- possibly this version works a bit better. Still pretty sure it fails 16:36:37 <TrueBrain> as I think the LD path is not set correctly 16:36:37 <Samu> CompanyID is a const for some reason 16:36:44 <TrueBrain> but in Frameworks are the dylibs at least 16:36:50 <TrueBrain> not sure what the correct folder is .. 16:39:18 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 16:39:20 <Samu> INVALID_COMPANY is a const ? 16:39:45 <Samu> can't use NULL, can't use INVALID_COMPANY, what can I use then.. 16:39:57 <milek7> ah, it constant 16:39:58 <milek7> like 5 16:40:09 <milek7> you cannot take pointer directly to it 16:40:25 <milek7> you must declare it in variable before 16:40:31 <milek7> but this looks like bad code anyway 16:40:31 <_dp_> milek7, you can but it will be const pointer ;) 16:40:40 <andythenorth> TrueBrain: the binary in that second dmg works if launched from shell 16:40:46 <andythenorth> the package is obvs. fail 16:41:03 <dwfreed> so bad plist 16:41:09 <dwfreed> or missing 16:42:53 <dwfreed> milek7: you can't take a pointer to a literal; you can take pointers to variables declared const just fine 16:43:19 <dwfreed> (const char * is very common in C) 16:43:47 <milek7> yes, but Samu want to use INVALID_COMPANY, which is literal 0xFF? 16:44:07 <peter1138> Yes but just because Samu wants to use something doesn't mean it's the right thing to do. 16:44:22 <dwfreed> *snerk* 16:44:33 <milek7> i know ;) 16:44:46 <Samu> static int GetStartNextTime(uint count = 0, uint &company); doesn't work 16:44:55 <Samu> static int GetStartNextTime(uint count = 0, uint &company = INVALID_COMPANY); doesn't work 16:45:04 <Samu> static int GetStartNextTime(uint count = 0, uint &company = NULL); doesn't work 16:45:13 <_dp_> Samu, try lambdas, at least you'll learn something new :p 16:45:15 <Samu> also tried CompanyID 16:45:23 <Samu> also tried * 16:45:51 <peter1138> So you're using a reference instead of a pointer now? 16:45:58 <peter1138> Pretty sure you can have a reference with a default value. 16:46:05 <Samu> i have no idea, i'm trying anythning to get one that works 16:47:17 <_dp_> Samu, code that works but you don't know why is even worse than code that doesn't work at all :p 16:47:41 <_dp_> at least latter can't do any harm xD 16:47:44 <milek7> why it isn't just CompanyID (maybe with INVALID_COMPANY as default)? 16:48:05 <dwfreed> a reference needs to refer to another variable, not a literal 16:48:06 <Samu> because, i need it to return 2 things 16:48:55 <dwfreed> there are other ways to return 2 things 16:49:45 <_dp_> main problem here is that he's implementing wrong idea in a wrong way 16:49:52 <_dp_> not that he needs to return 2 values :p 16:50:11 <dwfreed> why don't you start with what you're actually trying to do? 16:50:39 <peter1138> Hmm, ok. I rebase NRT and it now fails to compile. 16:50:44 <peter1138> In music.cpp. 16:51:24 <dwfreed> peter1138: 99 bugs in the code... 16:51:30 <LordAro> peter1138: lol 16:52:30 *** glx has joined #openttd 16:52:30 *** ChanServ sets mode: +v glx 16:53:37 <andythenorth> this has taken 46 years :P 16:53:57 <andythenorth> still 8 cargos to deliver / collect in this area 16:54:09 <andythenorth> and Sendchurch still hates me :D 16:54:56 <andythenorth> https://dev.openttdcoop.org/attachments/download/9380/Sesdingney%20Falls%20Transport,%2014-11-1996.png 16:58:11 <peter1138> Dependency hell. 16:58:23 * peter1138 fires up the OBS live-coding-stream ;p 16:58:39 <peter1138> And lolling at comments. 16:59:09 * andythenorth watches the 5 minute twitch adroll 17:00:01 <andythenorth> ^ also, maps only need to be 128 * 128 ^^^^ 17:00:06 <Samu> static CompanyID GetStartNextCompany(uint count = 0); 17:00:10 <Samu> new function 17:00:19 <Samu> also known as repeating code 17:00:37 <peter1138> andythenorth, I tend to test with 64x64. 17:00:41 <peter1138> But 128x128 is good too. 17:01:40 <pnda> Will 32x32 exist? 17:01:41 <andythenorth> https://dev.openttdcoop.org/attachments/download/9381/Unnamed,%2001-01-1940.png 17:01:54 * andythenorth considers 64^2 game 17:02:18 <glx> probably not, 64x64 is sometimes too small to get all industries 17:02:28 <nielsm> lol that map 17:02:41 <andythenorth> FIRS Steeltown has high cargo count, but not high industry count 17:02:42 <nielsm> maybe you could get two stations in and then just have a circle trains run around in? 17:02:47 <Samu> https://paste.openttdcoop.org/prhtd41fx 17:02:50 <andythenorth> auto refit? :P 17:02:57 <Samu> you see the repetition 17:03:18 <andythenorth> 26 industries, 41 cargos 17:03:27 <peter1138> So anyway the comment for "GetRoadTotal()" was "all owned tram bits" 17:03:31 <peter1138> And vice versa o_O 17:04:45 <andythenorth> nielsm: I used recent features :D https://dev.openttdcoop.org/attachments/download/9382/new_features_are_new.png 17:04:56 <andythenorth> with careful choices, it works really well 17:05:15 <andythenorth> it's also really hard to fit 5 pickup stations around a bulk terminal :P 17:05:29 <nielsm> nice 17:05:47 <peter1138> Why do you need 5? 17:05:57 <glx> Samu: can't you just pass a CompanyID reference in AI::GetStartNextTime() ? 17:06:08 <nielsm> the multiple different port "industries" in FIRS always seemed silly 17:06:25 <nielsm> combining them is the logical thing to do 17:06:35 <peter1138> Variety. 17:06:50 <Samu> I can't (read I don't know how to do it) 17:07:44 <glx> int AI::GetStartNextTime(uint count, CompanyID *cid) 17:08:02 <glx> that's the pointer version 17:08:30 <andythenorth> every cargo needs a dedicated pickup station 17:08:33 <andythenorth> because cargo sprites 17:08:46 <peter1138> Oh that old chestnut. 17:08:51 <peter1138> "Needs" is perhaps rather a strong word. 17:08:51 <andythenorth> we could fix it :P 17:08:57 <glx> then you can do if (cid != NULL) *cid = c; 17:09:27 <andythenorth> it could be fixed in grf, but I don't understand the nfo in CHIPS 17:09:34 <peter1138> Ok so AIs can play with NRT. 17:09:37 <andythenorth> or we could assign blocks of tiles to cargos 17:09:38 <glx> but using reference should work too 17:09:45 <milek7> or use std::pair 17:09:46 <peter1138> Except they don't know about additional road types so it's not really playing with NRT :p 17:09:50 <andythenorth> ha ha 17:10:14 <peter1138> They just play with ROADTYPE_ROAD and ROADTYPE_TRAM. 17:10:16 <andythenorth> stations will usually only have a few cargos, so we could divide tiles between n cargos, in some kind of pattern 17:10:39 <_dp_> glx, milek7 he doesn't want to change existing calls so only pointers 17:11:05 <glx> well pointer works well for that :) 17:11:15 <glx> with default to NULL 17:11:51 <peter1138> IMHO if it's rewritten as intended, there won't be any other existing calls... 17:12:20 <peter1138> The only place that calls it is... OnTick_Companies() 17:14:10 <Samu> ahem... 17:14:16 <peter1138> andythenorth, they do build different roads than towns, though :D 17:14:26 <Samu> also on open_ttd.cpp 17:14:26 <michi_cc> TrueBrain: You need the compiler option /Zc:rvalueCast. No idea why, but the linked log doesn't have it, the project files do, and if I remove it they fail as well. 17:14:27 <_dp_> peter1138, there are at least 3 people with different solutions already so god knows what's intended here :p 17:14:30 <Samu> openttd.cpp 17:14:49 <peter1138> You added that call yourself, in that PR. 17:15:05 <Samu> yes 17:15:19 <peter1138> So it doesn't count as an existing call. 17:15:56 <Samu> :) 17:16:04 <andythenorth> eh I should do some NRT trucks https://www.youtube.com/watch?v=UV_ecZ8HiQQ 17:16:10 <andythenorth> that engine noise also 17:16:16 <peter1138> Nice. 17:16:22 <peter1138> Put truck running sounds in. 17:16:34 <Samu> it was so because OnTick_Companies was reverted 17:16:38 <peter1138> Should I replace the existing NRT with this new no-sub-types version? 17:16:59 * andythenorth thinks so 17:17:03 <andythenorth> does it break much? 17:17:10 <peter1138> Eh... 17:17:17 <peter1138> I should fix up all the comments. rtids doesn't exist :D 17:17:26 <peter1138> andythenorth, it makes it much simpler, if you mean that... 17:20:14 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #6873: Jukebox not working in the flatpak version https://git.io/fjL7R 17:20:39 <Samu> aha, im making progress at last 17:21:22 <LordAro> so... anyone know what #7477 is about? 17:21:27 <LordAro> is the language just incomplete? 17:22:08 <Samu> this is what the for loop looks like atm https://paste.openttdcoop.org/pdsesmvi1 17:22:30 <glx> I think it's chinese, and maybe langfile is broken 17:22:43 <milek7> "RshqWWG 41<13" doesn't looks right, even for chinese 17:23:05 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7477: 1.9.0 Cannot display language properly. https://git.io/fjL72 17:23:39 <TrueBrain> michi_cc okay :) Tnx, I will have to add that in my CMake branch :D 17:24:19 <nielsm> yeah no text on that screenshot makes sense in any language 17:24:28 * andythenorth shoul draw the cryo plant 17:24:31 <andythenorth> should * 17:24:41 <nielsm> it's a mix of various different character sets 17:24:41 <V453000> :D 17:25:01 <michi_cc> "If /Zc:rvalueCast is specified, the compiler follows section 5.4 of the C++11 standard ..." Yes, we do want C++11 :) 17:25:07 <peter1138> I dunno, I can understand the "OpenTTD" part :D 17:26:19 <_dp_> great, now I know two bugs with no particular reason 17:26:24 <_dp_> that I already have workaround for 17:26:38 <_dp_> is "just weird" a valid reason to file a bug? 17:27:35 <LordAro> nielsm: judging by the other user's repos, i think they must be Chinese, but i cannot reproduce the issue on linux with either chinese language 17:27:41 <andythenorth> this cryo plant? o_O http://www.chinaairseparation.com/wp-content/uploads/2018/06/cryogenic-nitrogen-plant-6.jpg 17:27:41 <LordAro> could be a uniscribe thing, perhaps? 17:27:48 <V453000> while cleaning up my repositories and creating a git repo for RGBA EATER, I added a probability-based alpha to 8bpp results :) https://dev.openttdcoop.org/attachments/download/9383/tree-shadow-probability.png screenshot is 8bpp 17:28:04 <V453000> on bright terrain it's a bit much but on normal dark gray it's ok 17:28:07 <Eddi|zuHause> i heard that "chinese" input is left-hand/right-hand alternating characters 17:28:08 <andythenorth> V453000: wat? 17:28:15 <andythenorth> what is probability based alpha? o_O 17:28:16 <V453000> 8bpp trees with shadow 17:28:25 <V453000> well I have some gradient from 32bpp 17:28:26 <Eddi|zuHause> but that might only be one of many input methods 17:28:33 <V453000> black colour, alpha gradient 17:28:38 <V453000> (aka the shadow) 17:28:45 <andythenorth> super 17:28:54 <andythenorth> does it need to stay inside same tile? 17:28:58 <V453000> the RGBA EATER needs to decide whether to keep the pixel for 8bpp or not, so now it is probability based 17:29:02 <V453000> I don't think it does 17:29:18 <nielsm> LordAro yeah probably Simplified Chinese user 17:29:22 <glx> it's not chinese, tested both in master 17:29:33 <V453000> if it went to the tile behind it too much ( away from player ), it could look a little weird 17:29:42 <V453000> but the front things overdraw it anyway 17:29:45 <nielsm> it looks most like a decoding error from the lang files to me 17:29:53 <LordAro> could be some sort of issue with the actual release? 17:30:23 *** Wormnest has quit IRC 17:30:23 <nielsm> no idea... what kind of sanity checks are made on lang files loaded? 17:30:34 <V453000> haha I could actually give it a different colour for cacti and snow capped trees 17:30:41 <V453000> damn :) will do 17:31:28 <nielsm> https://0x0.st/zZAD.png 17:31:40 <nielsm> works just fine here if I set language to chinese (simplified), quit, and start again 17:31:43 *** D-HUND is now known as debdog 17:32:54 <Eddi|zuHause> nielsm: the ticket seems to be other chinese 17:33:29 <nielsm> Eddi|zuHause: I looked at the user's other repositories and those look like they're written in simplified 17:33:47 <nielsm> (I don't really know either language but can mostly tell them apart by the characters used) 17:34:00 <glx> traditional works here too 17:34:36 <Samu> I need bits... - bits 0..15: CompanyCtrlAction is too fat atm :( 17:34:43 <nielsm> but that screenshot contains characters from all over the CJK block in unicode, and some outside it, it makes no sense at all 17:34:46 <Samu> glx, mind if i reduce it? 17:34:54 <glx> Samu: you can shuffle bits 17:34:54 <Eddi|zuHause> nielsm: but there is little to no overlap between the two screenshots 17:35:19 <Samu> there's only 8 free, and i need 15 17:35:31 <nielsm> as I wrote in the comment, it's mojibake, it's not reading the correct text, or it's doing some kind of wrong text encoding conversion 17:35:50 <glx> reduce CCA, and move other 17:36:15 <Eddi|zuHause> nielsm: so it's maybe some system library interfering? 17:36:16 <glx> you can do whatever you want as long the comment and the code match 17:36:47 <nielsm> Eddi|zuHause: yeah either some other software/configuration on the machine is interfering, or the user's download is corrupted 17:38:04 <glx> I think we use some kind of autodetect font mechanism 17:38:12 <nielsm> nah it's not font 17:38:23 <glx> but yeah the font seems right 17:38:25 <nielsm> if it was choosing a bad font you'd just be seeing blocks 17:38:35 <nielsm> or other replacement characters 17:38:41 <glx> blocks or '?' ;) 17:38:43 <peter1138> CCA only needs 2 bits. 17:39:49 <glx> same for CCR 17:39:59 <peter1138> Yeah but that doesn't conflict. 17:40:12 <glx> it's all in p1 ;) 17:41:46 <Samu> my idea: bits 0..7 : CompanyID 17:42:00 <Samu> bits 8..9 : CompanyCtrlAction 17:42:18 <Samu> bits 10..whatever : CompanyRemoveReason or my bitmask 17:42:28 <milek7> location of latin chars is preserved (OpenTTD, NewGRF) 17:42:45 <milek7> and case too 17:43:01 <Samu> or 17:43:23 <Samu> bits 10..11 CompanyRemoveReason 17:43:40 <Samu> bits 12..26 bitmask 17:43:59 <glx> how many bits do you need ? 17:44:02 <Samu> 15 17:44:16 <milek7> nielsm: looks like all codepoints are +3 17:44:19 <Samu> maybe 19, depending on the situation 17:44:23 <Samu> but for now, 15 17:44:34 <glx> 0..3 CCA, 4..7 CCR, 8..15 CompanyID 17:44:44 <glx> you have 16 bits frre 17:44:47 <glx> *free 17:45:26 <nielsm> milek7 that's really weird 17:46:13 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 17:47:14 <Samu> reserving 4 bits, huh? 17:47:16 <Samu> ok then 17:47:51 <glx> well 0..1 and 2..3 would work too 17:48:18 <glx> but if you need only ~16 bits it's better to use a nibble 17:48:25 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on issue #7477: 1.9.0 Cannot display language properly. https://git.io/fjL5T 17:48:36 <Samu> nibble? *googles 17:48:40 <glx> 4bits 17:48:41 <TrueBrain> I see some people don't get the template :D 17:49:26 <glx> :) (OS seems to be windows) 17:49:41 <TrueBrain> I would guess that too, but while asking questions, I thought, lets be sure :D 17:51:11 *** pnda has quit IRC 17:53:01 <glx> hmm I think I need to modify yaml for cmake, I set it to Release but probably should be RelWithDebInfo 17:53:46 <glx> that's what VS use for release in json 17:54:26 <Samu> * @param p1 various functionality 17:54:26 <Samu> * - bits 0..3: CompanyCtrlAction 17:54:26 <Samu> * - bits 4..7: CompanyRemoveReason (With CCA_DELETE) 17:54:26 <Samu> * - bits 8..15: CompanyID 17:54:26 <Samu> * - bits 16..31: Bitmask of AI companies to start (with CCA_NEW_AI) 17:54:28 <Samu> * @param p2 ClientID 17:56:11 <glx> oh you can also use 0..3 CCA 4..11 CompanyID 12..15 CCR 12..31 bitmask if you need more bits 17:56:33 <glx> CCR and bitmask can share bits as they are mutually exclusive 17:56:34 <peter1138> 16..31 is mroe than enough. 17:57:04 <peter1138> But it makes sense to be to reuse the same bits when CCA is different. 17:57:13 <peter1138> They are exclusive after all. 17:57:48 <andythenorth> dunno about the big square tower http://www.chinaairseparation.com/wp-content/uploads/2018/06/cryogenic-nitrogen-plant-6.jpg 17:57:53 <andythenorth> square might look weird 17:58:34 <DorpsGek_II> [OpenTTD/OpenTTD] ldpl opened issue #7479: Changing client name closes construction windows https://git.io/fjL5Z 17:58:58 <TrueBrain> glx: what is the difference? :) 17:59:17 <glx> one gives a pdb, the other doesn't 17:59:23 <TrueBrain> so yeah ;) 18:00:29 <DorpsGek_II> [OpenTTD/OpenTTD] ldpl commented on issue #7479: Changing client name closes construction windows https://git.io/fjL5c 18:00:35 <TrueBrain> CPack doesn't like how we solved version detection 18:01:11 <glx> can't CPack run our version detection cmake ? 18:01:20 <TrueBrain> it wants the version to be known when cmake is running 18:02:20 <TrueBrain> think I know a nice 'workaround' 18:02:31 <glx> well we could just fix it in the cmake files 18:02:44 <glx> like we did with nsis 18:03:03 <glx> just need to update the files after each release 18:03:08 *** andythenorth has left #openttd 18:03:13 *** andythenorth has joined #openttd 18:03:13 <TrueBrain> not sure what you mean with NSIS? 18:03:21 <glx> the old NSIS 18:03:21 <TrueBrain> owh, current NSIS? 18:03:23 <TrueBrain> ah, yes 18:03:27 <TrueBrain> I really would like to avoid that :D 18:03:32 <TrueBrain> as it is so easy to forget stuff :P 18:05:29 <TrueBrain> okay, how to do versions .... dev, pre-release, release .. 18:05:29 <TrueBrain> hmm 18:05:36 <TrueBrain> dev always 0.0.0 for CPack sounds fine 18:05:41 <TrueBrain> as ... nobody should ever be doing that? :P 18:05:45 <TrueBrain> what about nightlies 18:05:47 <TrueBrain> okay, fair point 18:05:47 <TrueBrain> hm 18:07:00 <TrueBrain> almost unavoidable to do something manual 18:08:22 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT) https://git.io/vhlfg 18:08:24 <peter1138> Welp, that's road subtypes gone :p 18:08:37 <andythenorth> awesome 18:08:44 <peter1138> I didn't remove cargo subtypes though. 18:08:49 <peter1138> Seem unrelated. 18:08:53 <andythenorth> well 18:09:02 <andythenorth> _probably_ best 18:09:11 <andythenorth> one day we could :P 18:09:31 <andythenorth> I've just added Alloy Steel, Carbon Steel, and Stainless Steel to wiki :D 18:09:56 <andythenorth> I am supposed to do Steel (Alloy), Steel (Carbon) and Steel (Stainless) of course :P 18:10:10 <andythenorth> by abusing the 'livery' subtype property 18:10:19 <andythenorth> when everyone knows it's really for liveries 18:14:43 * andythenorth has an idea :D 18:15:07 <peter1138> What, test NRT? 18:15:26 <peter1138> Yay, build fails 18:15:41 <peter1138> I bet I forgot to update project files :D 18:15:49 <peter1138> Yup, I did. 18:15:50 <TrueBrain> soon you won't have that issue anymore :D 18:16:12 <andythenorth> maybe I should make an NRT vehicle grf 18:16:23 <andythenorth> NotRoadHog 18:16:38 <andythenorth> NotRoadTurtle 18:16:52 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT) https://git.io/vhlfg 18:17:34 <andythenorth> ok curry 18:17:42 <andythenorth> then I fetch that PR :P 18:17:47 <andythenorth> hope it doesn't break my savegame :P 18:17:55 <peter1138> If you've played with NRT, yes. 18:18:16 <peter1138> But seeing as there's been savegame bumps in master anyway... 18:18:25 <peter1138> Hmm, maybe I should cook dinner. 18:19:12 <peter1138> It's now 5+ hours after lunch. 18:19:14 <andythenorth> my savegame is 7446 :P 18:19:21 <peter1138> Heh 18:19:28 <andythenorth> and yes, the correct food interval is 4 hours 18:19:41 <peter1138> Well that should be fine. 18:19:54 <peter1138> Ideally 7446 would be merged. 18:19:59 <peter1138> But you keep finding issues ;D 18:19:59 *** pnda has joined #openttd 18:20:46 <andythenorth> someone merge it 18:21:00 <andythenorth> https://github.com/OpenTTD/OpenTTD/pull/7446 18:21:08 <peter1138> Hmm, I think the final fix needs to be fixup'd 18:21:35 <pnda> AHHHHH my PC crashed again and everything I did is gone .-. 18:21:48 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7446: Feature: Show coverage area for existing stations and towns https://git.io/fjL51 18:22:23 <peter1138> Gonna rebase to upstream/master while I'm at at. 18:23:36 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7446: Feature: Show coverage area for existing stations and towns https://git.io/fjksj 18:24:15 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7446: Feature: Show coverage area for existing stations and towns https://git.io/fjL5D 18:25:42 <TrueBrain> openttd-20190406-cmake-m9e44414a60-windows-amd64.zip 18:25:44 <TrueBrain> that looks right 18:26:12 <TrueBrain> no no, amd64 is wrong 18:28:03 *** pnda has quit IRC 18:28:51 <Samu> DoCommandP(0, CCA_NEW_AI | ai_debug_company << 4 | (1 << ai_debug_company) << 12, 0, CMD_COMPANY_CTRL); 18:28:55 <Samu> this looks ugly 18:30:28 <TrueBrain> hmm, version is very tricky, it turns out .. 18:30:35 <TrueBrain> latest 'tag' in master is 1.9.0-beta3 18:30:40 <TrueBrain> because .. the other tags are in a branch :D 18:31:07 <TrueBrain> so I guess we need a file somewhere that mention what the current version is or something 18:31:52 *** pnda has joined #openttd 18:33:23 <TrueBrain> all the different installers .. all different rules :D 18:34:06 <planetmaker> what for do we need such file, TrueBrain ? 18:34:11 <planetmaker> and... finger :P 18:34:37 <TrueBrain> I see you picked up on some random context and ran with it ;) 18:35:32 * planetmaker is hungry... no good time read lots 18:35:36 <TrueBrain> :D 18:35:49 <TrueBrain> easy fix: fix hungryness :) 18:35:54 <TrueBrain> hungriness? 18:35:55 <TrueBrain> what-ever :P 18:36:10 <planetmaker> hunger? :P 18:36:23 <TrueBrain> doesn't have the same ring to it tbh 18:37:10 <planetmaker> yep... but I guess I need to fix that conditions soonish... whatever its name 18:37:14 <pnda> TrueBrain: It's hungriness 18:37:35 <TrueBrain> yes; that was the reason I corrected myself. Thank you for confirming what I already did. 18:38:17 <TrueBrain> so Debian names things different from NSIS, different from rpm 18:38:19 <TrueBrain> yippie \o/ 18:38:59 <pnda> What does this do? return t->larger_town ? STR_TOWN_DIRECTORY_CITY : STR_TOWN_DIRECTORY_TOWN; That just returns the name of a City/Town right? 18:39:47 <nielsm> it selects between two strings depending on the "is a city" (grows double speed) flag 18:40:01 <nielsm> basically whether to show (City) after the name in the list 18:40:17 <nielsm> go look in src/lang/english.txt and find those two strings 18:40:22 <pnda> Ah ok, so nearly what I thought. thanks 18:40:25 <Samu> im starting to regret this bitmask approach 18:42:16 <Samu> DoCommandP(0, CCA_NEW_AI | INVALID_COMPANY << 16 | (1 << AI::GetStartNextCompany()) << 12, 0, CMD_COMPANY_CTRL); 18:42:21 <Samu> lel 18:42:46 <Samu> it's not even << 16 18:43:05 <Samu> it's 4 18:45:34 <Samu> btw, glx, line 1203 of console_cmds.cpp, you forgot a space between 0,CMD_COMPANY_CTRL 18:46:39 * andythenorth outrageously full of curry 18:47:35 <andythenorth> what was I testing? 18:47:42 <nielsm> I'm just preparing a cup yakisoba here, ate a large hamburger meal for lunch 18:47:51 <andythenorth> I might test lying on the sofa 18:47:52 <andythenorth> being full 18:48:58 <TrueBrain> openttd-20190406-cmake-m9e44414a60-windows-win32.exe <- grr, its not win32 .. pure hate 18:50:52 <TrueBrain> openttd-20190406-cmake-m9e44414a60-windows-win64.zip there we go :) 18:51:46 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 18:51:49 <pnda> Yis I managed to fix issue/6666 18:55:25 <peter1138> I appear to have made enough dinner for tomorrow as well. 18:56:44 <pnda> Is this correct now? https://media.discordapp.net/attachments/442748131898032138/564161497769443328/unknown.png 18:57:18 <andythenorth> I have eaten enough dinner for tomorrow 18:57:18 <pnda> Referencing to https://github.com/OpenTTD/OpenTTD/issues/6666 18:57:23 <andythenorth> I think I win 18:57:37 <nielsm> yeah that looks correct 18:58:05 * andythenorth can't move 18:58:06 <nielsm> did it involve any code changes? because I think I have a fix for it that does not need any code changes 19:00:20 <TrueBrain> glx: I will pick up the RelWithDebInfo thingy btw; cleaning up those files anyway :) 19:02:41 <glx> ok 19:03:49 *** Pikka has quit IRC 19:03:54 <DorpsGek_II> [OpenTTD/OpenTTD] spnda opened pull request #7480: Fixed arabic town directory strings (Issue #6666) https://git.io/fjLdR 19:04:37 <nielsm> pnda: https://wiki.openttd.org/Coding_style#Commit_message 19:04:38 <nielsm> :) 19:05:27 <pnda> Right yes.... Only did that to the name of the PR 19:05:38 <pnda> Wait so what now 19:05:55 <nielsm> you'll need to "git commit --amend", change the commit message, and git push --force 19:07:10 <_dp_> shouldn't translations be changed in webtranslator though? 19:07:21 <nielsm> yeah, they really should 19:07:28 <DorpsGek_II> [OpenTTD/OpenTTD] spnda updated pull request #7480: Fix #6666: arabic town directory strings https://git.io/fjLdR 19:07:40 <LordAro> given this isn't a translation issue as such, i'd be ok with it 19:11:57 <peter1138> Alright, do I have any dessert? 19:12:54 <pnda> Something sweet is always nice 19:13:11 <pnda> Why are these checks taking so loooong 19:13:22 <peter1138> Cos Azure. 19:14:42 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 19:15:09 <TrueBrain> peter1138: that is not really fair 19:15:15 <TrueBrain> correct answer is: because Microsoft 19:15:19 <TrueBrain> MSVC takes twice as long :P 19:15:55 <Samu> glx, lines 1125 and 1131 of network_server.cpp, the cp.p1 tests seem ... maybe incorrect, not sure, do you know what is this part of the code supposed to be doing? 19:16:01 <pnda> Btw, what do those checks even do? Check if the code compiles without any errors? 19:18:03 <pnda> And checks have all passed 19:20:05 <TrueBrain> okay, it seems I have a way to work with versions and installers without hardcoding it anywhere .. that would make releasing new versions a lot easier 19:20:15 <TrueBrain> WITH_ASSERT is also set correctly (only on stable releases) 19:20:24 <TrueBrain> means we only have to update changelog.txt on release, it seems :) 19:22:29 <LordAro> :o 19:22:30 <nielsm> pnda: yes the checks tries to compile with various compilers on various platforms, and then runs the regression test suite 19:22:44 <pnda> Ah ok 19:22:47 <TrueBrain> andythenorth: https://devs.openttd.org/~truebrain/openttd-20190406--g569cb9af50-macosx.dmg 19:22:55 <TrueBrain> hopefully this now "just works" 19:22:57 <peter1138> Mmm, prunes in natural yoghurt. 19:22:58 * andythenorth is some kind of testing bot 19:23:04 <peter1138> I know how to treat myself :) 19:23:08 <TrueBrain> you are andythenorth :) 19:23:20 <pnda> It took 2 checks 9m to check everything... my pc compiles OpenTTD in 14 seconds.... like that's slooowww 19:23:48 <TrueBrain> yeah ... no 19:23:52 <LordAro> pnda: i'd be very surprised if your PC could do a complete rebuild in 14 seconds 19:24:00 <andythenorth> he has 128 thread units 19:24:06 <LordAro> even then 19:24:07 <andythenorth> it lives in large freezer 19:24:08 <TrueBrain> his IO would starve 19:24:17 <andythenorth> he has it all in RAM 19:24:30 <TrueBrain> 20GHz cores 19:24:34 <TrueBrain> yeah, that is possible 19:24:43 <LordAro> guess what, i can rebuild OTTD in 1.7s 19:24:47 <LordAro> if i touch a single file 19:24:58 <TrueBrain> I have a patch that can make OpenTTD compile in 1s indeed 19:25:01 <TrueBrain> it is HUGE 19:25:04 <LordAro> :D 19:25:04 <andythenorth> TrueBrain: "just works" ® 19:25:12 <TrueBrain> andythenorth: anything odd about it? 19:25:13 <pnda> LordAro: full 44 seconds for a complete rebuild 19:25:20 <andythenorth> TrueBrain: only its author 19:25:46 <TrueBrain> and this should work without the brew stuff installed 19:25:48 <LordAro> pnda: what CPU you got? 19:25:51 <TrueBrain> but that is I guess a bit harder to test 19:25:53 <andythenorth> yeah I can't test that 19:25:57 <pnda> LordAro 9600K, stock 19:26:00 <TrueBrain> what is the author ... 19:26:09 <LordAro> (& OS) 19:26:10 <andythenorth> my wife's mac is not here so I can't test on that either 19:26:17 <pnda> Win 10 1809 19:26:18 <andythenorth> TrueBrain: the author is you! 19:26:43 <TrueBrain> hmm, found one bug in the Info.plist 19:26:47 <LordAro> pnda: i guess that just about makes sense 19:26:48 <TrueBrain> and how am I the author .. lol 19:26:57 <TrueBrain> andythenorth: screenshot? 19:27:02 <LordAro> my 6600k takes 55s for a complete rebuild (Linux) 19:27:27 <LordAro> pnda: did you also clean all projects when timing your rebuild? 19:27:54 <LordAro> but anyway, yes, Azure has fewer processing cores, and they're clocked lower, and the IO is more limited 19:28:00 <LordAro> the speed of the CI is not a major concern 19:28:14 <LordAro> as you're supposed to have done the bulk of the work yourself locally 19:28:16 <TrueBrain> it is the fastest CI we ever had :D 19:28:31 <michi_cc> And still the cheapeast. 19:29:11 <TrueBrain> meh; Apple needs the version before it is available .. what-to-do about that .. 19:29:20 <pnda> LordAro: With cleaning the solutions it's 52 seconds 19:29:39 <LordAro> pnda: :) 19:30:15 <pnda> let me just take this CPU to it's max..... 5.2ghz.. 19:30:39 <pnda> probably won't change much 19:30:43 <LordAro> hmm, master is 1m17s, which includes all the std::vector & std::thread stuff 19:30:49 <LordAro> (previous was 1.9) 19:31:01 <Samu> who can take a look at this with me? if (!(cp.cmd == CMD_COMPANY_CTRL && cp.p1 == 0 19:31:14 <Samu> I think it's not right to do cp.p1 == 0 19:31:32 <nielsm> hmm I should derail a valley or two, try out the new shunter remote 19:31:50 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7480: Fix #6666: arabic town directory strings https://git.io/fjLdx 19:32:06 <Samu> should be getting the bits and then == CCA_NEW 19:32:11 <Samu> don't you think? 19:33:17 <Samu> checking the entire p1 if it's == 0 doesn't look correct, but I dunno 19:33:56 <peter1138> Would you like to specify the source file and line, rather than just the snippet of code? 19:34:04 <Samu> I did 19:34:11 <Samu> glx, lines 1125 and 1131 of network_server.cpp, the cp.p1 tests seem ... maybe incorrect, not sure, do you know what is this part of the code supposed to be doing? 19:34:59 <pnda> Just wanted to note that the german translations seem to be old. 35 strings missing and it's telling me to read the "readme.txt" which has been changed to "README.md" 19:36:20 <_dp_> Samu, 1125 stops clients from impersonating other players 19:36:46 <pnda> Also why is there this second window opening? https://cdn.discordapp.com/attachments/442748131898032138/564171544805244928/unknown.png 19:36:58 <_dp_> though there are plenty of comments around... 19:37:07 <LordAro> pnda: debug mode means you get a console app, iirc 19:37:25 <pnda> I thought I was in Release.... ok then 19:40:54 <V453000> is there a way to put inline an attachment from a different post? https://www.tt-forums.net/viewtopic.php?f=26&t=73374&p=1220222#p1220222 19:40:56 <glx> and clients can only use CMD_COMPANY_CTRL with CCA_NEW IIRC 19:42:00 <pnda> Can someone give me access to the Web Translator? 19:42:35 <LordAro> pnda: if you follow the proper process for requesting to be a translator, probably 19:43:45 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 19:43:58 <glx> hmm I can generate project files with cmake since I uninstalles VS2017 19:44:03 <glx> *uninstalled 19:44:07 <glx> *can't 19:44:54 <TrueBrain> I had the same issue when I installed VS2017 (don't ask) 19:45:00 <TrueBrain> it lost track of where MSBuild was or something weird 19:45:11 <TrueBrain> also, with latest cmake, you can use -G'Visual Studio 16 2019' 19:45:18 <TrueBrain> (not the one that comes with vcpkg, I believe) 19:45:33 <TrueBrain> I had to add "-DCMAKE_GENERATOR_INSTANCE="c:\Program Files (x86)\Microsoft Visual Studio17\Community"" 19:45:45 <TrueBrain> possibly that is of any help 19:45:57 <Samu> I was thinking this: (CompanyCtrlAction)GB(cp.p1, 0, 4) == CCA_NEW 19:46:06 <Samu> instead of cp.p1 == 0 19:46:20 <glx> ==0 is ok there 19:46:35 <Samu> 0, 4 in my case, in master it's 0, 16 19:47:04 <glx> clients can only use CCA_NEW and no other bits are required then 19:49:11 <pnda> Ok I got the confirmation on my PR (https://github.com/OpenTTD/OpenTTD/pull/7480) btw. The "مدينة" I added in the arabic_egypt.txt file, is correct and means "City". 19:52:01 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 19:52:44 <TrueBrain> okay .. that should support bundles now :) 19:52:53 <TrueBrain> means all that is left is validating validating validating 19:52:58 <TrueBrain> most likely I missed stuff :P 19:53:10 <TrueBrain> like updating READMEs etc 19:53:21 <TrueBrain> and .. the PR needs some cleanup to become reviewable :) 19:53:34 <glx> so API stuff will wait for after the merge 19:53:35 <TrueBrain> 295 changed files, lol 19:53:44 <TrueBrain> possibly just make it a commit in the PR 19:53:47 <TrueBrain> but that is up to you 19:54:09 <glx> cmake PR is already huge 19:54:14 <TrueBrain> yup 19:54:23 <TrueBrain> I will see what I can do to make it more readable in terms of review 19:54:52 <TrueBrain> which possibly is: break everything for a few commits to build it back up :) 19:55:41 <peter1138> That might be bigger than NRT ;) 19:55:52 <TrueBrain> and the impact is higher too, most likely :P 19:56:00 <glx> hmm my cmake is 3.13.4, let's upgrade to 3.14.1 19:56:21 <nielsm> btw is a 1.9.1 happening? 19:57:14 <TrueBrain> if you do a 1.9.1, please fix the changelogs of GS and AI :) They have 1 line too much :P 19:57:42 <Eddi|zuHause> is 1.9.0 so broken or can we let the dust settle a bit on the issues coming in? :) 19:57:50 <TrueBrain> +3,318 −30,524 <- cmake branch 19:57:51 <TrueBrain> lol 19:58:14 <Eddi|zuHause> how many man-years is 30k lines? 19:58:17 <glx> well all project files removed 19:58:18 <pnda> We can let some issues come in in the next few months, fix those, release 1.9.1 19:59:02 <peter1138> 1.9.0 breaks NewGRFs a bit :/ 19:59:31 <TrueBrain> releasing is cheap :) 19:59:31 <Eddi|zuHause> that's fine, only 1% of the users use NewGRFs :p 19:59:53 <pnda> What is the screen that comes up showing the top companies at the end of the game? 20:00:02 <peter1138> High scores. 20:00:13 <peter1138> Hmm, sort of? 20:00:36 <pnda> That screen doesn't show anything for me and one other user, don't know if anyone else also has this error 20:00:50 <Eddi|zuHause> i don't think i've seen that screen since i switched over from TTO to TTD 20:01:06 <Eddi|zuHause> which is like 15 years ago? 20:01:22 <Eddi|zuHause> maybe a bit earlier 20:01:38 <Eddi|zuHause> TTDPatch 1.6 or 1.7? 20:02:01 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc 20:02:17 <pnda> What's the top toolbar gui .h/.cpp file? 20:02:46 <Eddi|zuHause> which seems to be around 2001/2002 20:02:47 <TrueBrain> glx: as usual, I did not test how Mingw / cygwin / <other weird targets> react on the latest cmake :) 20:03:43 <pnda> Why are there sprites shown next to Rail and Road when selecting in the toolbar? I don't remember that being like that 20:03:51 <andythenorth> and then a faster NML! 20:04:25 <michi_cc> pnda: Progress :) 20:04:56 <V453000> uhmmm 20:05:00 <pnda> Well then why are there no next to Water and AirPorts? 20:05:01 <V453000> how do I generate a map with a specific seed? 20:05:25 <peter1138> Cos they don't have different types. 20:05:28 <TrueBrain> -G ? 20:05:30 <TrueBrain> can't remember :P 20:05:37 <peter1138> newgame <seed> 20:05:49 <peter1138> Or, indeed, -G <seed>, yes. 20:05:56 <V453000> thanks :) 20:06:01 <TrueBrain> \o/ 20:06:04 <TrueBrain> I am not useless! 20:06:13 <V453000> I used newgame<seed> :P 20:06:15 <V453000> sorry! 20:06:19 <TrueBrain> time to watch some telly :) 20:06:24 <TrueBrain> I forgive you V453000 :) 20:06:34 <peter1138> I have Netflix on. On another screen. 20:07:09 <glx> I have tv in a corner of my screen 20:07:12 <peter1138> Got Age of Ultron on. The CGI is a bit crap. 20:09:56 <peter1138> Hmm, AIs like to build side-by-side roads. Maybe that's a bug in NRT. 20:10:09 <pnda> peter1138 by default there is also only one road types. 20:10:21 <peter1138> There's tram too. 20:10:32 <pnda> It's not shown by default though 20:10:51 <pnda> You'd have to have a NewGRF with a tram loaded for it to show up 20:11:09 <peter1138> So we could have an icon for the water construction menu. 20:11:18 <peter1138> But there's no single-tile type thing for airports. 20:11:35 <pnda> That is true 20:12:53 <pnda> Uhm.... You guys can see how fast this is running right? https://cdn.discordapp.com/attachments/442748131898032138/564180664514117643/unknown.png 20:13:02 <Eddi|zuHause> we could be splitting airport construction into small/large/seaplane types? 20:13:13 <pnda> Yeah that could be an idea 20:14:23 <peter1138> Eddi|zuHause, could be 20:14:41 <peter1138> Hmm, okay, even without NRT AIs build duplicate roads everywhere. Not my problem :D 20:14:44 <peter1138> Except I need a piss. 20:14:46 <andythenorth> they do 20:17:51 *** dag[m] has joined #openttd 20:19:45 <Eddi|zuHause> the old AI was a pain, removing buildings even though there was a road right on the next tile 20:20:17 <Eddi|zuHause> unremovable road bits is one of the reasons i never play with AIs 20:20:45 <peter1138> pnda, heheh, turn on "full animation" and it should slow down a bit. 20:21:15 <pnda> I actually quite enjoyed that speed tbh 20:23:57 <Eddi|zuHause> i'm not sure what i'm doing wrong (might be my computer closing in on 9 years), but i can't get it that fast :p 20:26:30 <pnda> It's blazing fast 20:26:42 <pnda> It crashed :D 20:27:53 <Eddi|zuHause> congratulations. 20:28:01 <pnda> Assertion failed at line 2965 of d:\projects\c++\openttd\src\window.cpp: HasModalProgress() || IsLocalCompany() 20:30:03 <Eddi|zuHause> a backtrace might be useful 20:30:54 <pnda> strack trace? 20:33:30 <LordAro> pnda: yes 20:33:58 <LordAro> (and also an actual issue on GH, assuming you're running an unmodified version) 20:34:24 <pnda> I am running master 20:36:13 <pnda> I've got a pastebin with the full crash.log file: https://pastebin.com/C9Zrgb64 20:36:31 <pnda> Ok happened again... Seems to be reproducable 20:37:40 <andythenorth> why is FIRS Lime Kiln so small? 20:37:46 <andythenorth> only 2x3 20:37:50 <andythenorth> who makes this stuff? 20:42:25 <LordAro> pnda: put it on github please 20:42:45 <pnda> LordAro as an issue? 20:42:51 <glx> yes 20:43:41 <glx> steps to reproduce will help a lot too 20:47:16 <pnda> I'm seeing what the steps are that also reproduce it 20:48:14 <pnda> oml the game is running at 6400x speed........ it's just flashing 20:49:38 <pnda> Is bankruptcy not a thing anymore? https://cdn.discordapp.com/attachments/442748131898032138/564189872747708437/unknown.png 20:50:53 <LordAro> not in singleplayer 20:55:07 *** nielsm has quit IRC 20:55:10 <peter1138> Hmm. 20:55:41 <pnda> This time it was a different error which occured hmm 20:55:58 <pnda> Not window.cpp, but rather kdtree.hpp 20:57:56 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fjLFb 20:58:30 <glx> window.cpp assert is triggered when GUI is freezed I think 20:59:07 <glx> but we still don't know why 20:59:12 <pnda> in kdtree.hpp it asserts when changing an element of a subtree 20:59:19 <pnda> Maybe these are just operating to fast 20:59:32 <glx> kdtree has bugs :) 21:00:03 <pnda> My game speed was 2875,63x but was reaching over 6000x before. So I'd say that's not really the issue 21:00:20 <LordAro> pnda: "too fast" isn't really a thing that's a problem 21:00:29 <LordAro> pretty much everything is single threaded 21:00:59 <glx> maybe main thread assert on kdtree then gui thread triggers mouse assert in window.cpp 21:04:18 <glx> in the crash log you posted earlier I see the window.cpp assert being triggered at least 6 times before it's really handled 21:04:27 <glx> that's weird 21:05:22 <Samu> oh, ppl getting kdtree crashes! 21:06:07 <Samu> kdtree crashes first, then window.cpp spams u 21:06:37 <pnda> good? https://cdn.discordapp.com/attachments/442748131898032138/564194236879208503/unknown.png 21:06:54 <Samu> the reason why window.cpp spams is because _local_company isn't currently the same as _current_company 21:07:10 <LordAro> pnda: an autosave from just before the crash would be nice 21:07:11 <Samu> it's executing the gameloop as owner_none 21:07:23 <Samu> and you're currently a spectator 21:07:50 <Samu> something like that 21:08:15 <glx> I think window.cpp assert is unrelated, it's just a side effect of the initial kdtree crash 21:08:32 <pnda> So can I just remove that? 21:08:49 <glx> no keep everything in the report 21:08:49 <pnda> LordAro: doesn't seem like there was a autosave created 21:09:21 <Samu> were u spammed? pnda? 21:09:32 <LordAro> pnda: don't worry then, issue can always be updated 21:10:23 <pnda> Samu: no, in the first log there was 4 errors by window.cpp and in the second window.cpp isn't even in there. 21:10:38 <glx> different threads I think 21:10:56 <glx> so different call stack 21:10:58 <Samu> 4? lucky you 21:11:12 <Samu> I was spammed enough to get a bsod :| 21:11:26 <pnda> oh wow 21:11:52 <dwfreed> *doubt* 21:12:00 <LordAro> Samu: you just aren't getting the message that that was impossible, are you? 21:12:17 <Samu> well, I am not 21:12:46 <Samu> it filled the whole screen with that error 21:13:12 <Samu> so windows was maybe like "ENOUGH! and bsods me" 21:13:53 <Samu> it was so quick 21:13:55 <dwfreed> i doubt it was directly related 21:14:24 <Samu> all i remember was that i saw the kdtree crash, then i grab my mouse and the rest was spam 21:14:43 <Samu> and bsod was like in 1 second of moving mouse or so 21:14:59 <DorpsGek_II> [OpenTTD/OpenTTD] spnda opened issue #7481: Changing elements of subtree while fast forwarding crashes the game https://git.io/fjLbJ 21:15:04 <glx> yes moving the mouse above the openttd window triggered the window.cpp assert 21:15:40 <glx> but it's weird it can be triggered multiple times, as an assert should abort, and then display crashlog 21:19:21 <glx> maybe asserting in HandleMouseEvents() is not a good idea 21:21:35 <pnda> I am currently just testing this.... this seems to only happen when a bus route is built inside of one city 21:22:04 <pnda> Just put up a game with a train from one city to another, and it until now, year 2270 does not crash 21:23:55 <peter1138> I doubt it's the speed that causes it, just makes it happen sooner. 21:25:28 <pnda> Ok I was wrong. Same error at kdtree.hpp in year 2369 with trains.... Just took much longer 21:25:47 <LordAro> possibly not related to vehicle type 21:26:00 <pnda> OH GOD it just opened like 20 error windows with "window.cpp" 21:26:11 <pnda> Thank god for alt+f4 existing 21:26:15 <peter1138> :D 21:26:20 <LordAro> i feel like that's a separate issue 21:26:29 <peter1138> This is was Samu was moaning about, but he was unable to express it clearlky. 21:26:31 <peter1138> -k 21:26:45 <glx> hmm would mead the kdtree crash happen in a thread 21:26:47 <peter1138> Yes, the error windows are due to the earlier kdtree error. 21:26:59 <glx> maybe linkgraph then 21:27:02 <peter1138> Ooh, not thread safe. 21:27:36 <glx> that's the only possibility I can see 21:29:34 <pnda> I updated my issue https://github.com/OpenTTD/OpenTTD/issues/7481 21:29:46 <LordAro> aha, got the crash 21:31:12 <LordAro> now to recompile with debugging! 21:31:31 <dwfreed> which will make it go away 21:31:39 <LordAro> of course 21:31:48 <LordAro> and make it much slower to reproduce as well 21:32:32 <glx> LordAro: you just follow the steps ? 21:32:41 <pnda> Also seems like Buses decrease the time it takes until it crashes. Using trains took 200 years longer for me 21:33:25 <glx> I have a debug build, let's try to reproduce here too 21:34:34 <LordAro> glx: i built a bus route 21:34:41 <LordAro> and waited 300 years 21:34:46 <glx> ok 21:36:53 <LordAro> interestingly, i think it's spawning a new thread every month for autosaving, even when autosave is disabled/less frequent 21:36:59 <pnda> It takes only 100-150 years for me 21:37:02 <LordAro> there are a lot of threads starting and exiting, anyway 21:37:20 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7272: Change: [NPF] Add path cache for ships. https://git.io/fjLbB 21:39:38 <pnda> I am trying this on 1.9.0. Doesn't seem to occur 21:39:54 <LordAro> kdtree is not a thing in 1.9.0 21:39:58 <LordAro> so no, it wouldn't 21:40:16 <pnda> Oh, didn't know that 21:43:05 <peter1138> Hmm, new docking 21:44:13 <pnda> LordAro: Is the label "backport requested" anything I have to do? I read that it's a request for implementing this PR into the current stable. 21:44:30 <LordAro> pnda: nothing you need to worry about 21:44:46 <LordAro> just that it's been requested to be backported into the stable branch (i.e. 1.9.x) 21:45:14 <peter1138> Hmm, so. Should it be another option? 21:45:55 <LordAro> peter1138: ? 21:46:09 <pnda> The new docking he mentioned above 21:46:28 <LordAro> ... 21:52:18 <peter1138> http://fuzzle.org/~petern/ottd/docks16.png 21:52:19 <peter1138> vs 21:52:23 <peter1138> http://fuzzle.org/~petern/ottd/docks17.png 21:53:17 <peter1138> Could keep it like the first one and leave the extra stuff for newgrf docks. 21:53:35 <glx> 17 but some spots should not be allowed 21:54:25 <glx> like half land and lock 21:56:00 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #7481: Fast forwarding very fast can cause window.cpp/kdtree.hpp crash https://git.io/fjLba 21:56:37 <glx> oh oil platform then 21:56:48 <LordAro> i was just thinking that 21:56:50 <Eddi|zuHause> peter1138: the docking tiles on the half-shores next to the upper dock section seems wrong 21:56:54 <LordAro> industry + station 21:56:58 <glx> only industry with a station 21:57:03 <peter1138> Well, half-land is allowed currently. 21:57:27 <Eddi|zuHause> peter1138: i just wouldn't consider the upper dock tile 21:57:36 <Eddi|zuHause> just the tiles adjacent to the lower one 21:58:09 <LordAro> glx: things being removed in the wrong order, perhaps? 21:58:34 <Eddi|zuHause> or alternatively, have a valid trackbit that is adjacent to the dock tile (would also exclude the lock tile) 21:59:35 <glx> need to restart my test game, 64x64 is too small to get an oil platform ;) 21:59:46 <andythenorth> hovercraft need to dock on the land :P 21:59:50 <andythenorth> "just saying" 21:59:52 <peter1138> http://fuzzle.org/~petern/ottd/docks18.png 21:59:53 <LordAro> glx: creating & destroying an oil rig in scenario editor doesn't trigger anything 21:59:57 <peter1138> Well... 22:00:16 <pnda> peter1138 I would still exclude the tile inside the lock. 22:00:26 <peter1138> Awkward. 22:00:50 <peter1138> A lock tile at the end of a dock is currently (in stable releases) a valid location. 22:01:03 <andythenorth> https://ak6.picdn.net/shutterstock/videos/18065536/thumb/1.jpg 22:01:16 <andythenorth> big one http://www.jespi.com/cruise99/pix/mvc-129s.jpg 22:01:32 <peter1138> andythenorth, unrelated. 22:01:40 <andythenorth> I am aware :P 22:01:48 <peter1138> But feel free to bring up random unrelated pictures all evening. 22:02:40 <peter1138> So think I'm guess just keep the current (stable) behaviour, and leave the extra fancy stuff to newgrf docks. 22:02:45 <peter1138> . 22:02:53 <peter1138> So I guess just keep the current (stable) behaviour, and leave the extra fancy stuff to newgrf docks. 22:04:10 <supermop_Home> yo 22:04:51 <supermop_Home> andythenorth hovercraft can do that, but don't necessarily need to do that 22:04:58 <supermop_Home> as they do have a hull 22:05:57 <supermop_Home> also bad feature idea: hovercraft count towards the noise limit 22:06:47 <andythenorth> hovezeps! 22:08:51 <glx> ok founded an oil platform, let's wait it's closure 22:09:14 <andythenorth> cryo plant sprites, WIP https://dev.openttdcoop.org/attachments/download/9387/cryo_plant_1.png 22:09:33 <andythenorth> makes oxygen gas etc from air 22:09:52 <pnda> huh cool 22:10:31 <andythenorth> also 22:10:32 <andythenorth> bed 22:10:34 *** andythenorth has left #openttd 22:11:13 <LordAro> glx: looking at the code, i *think* the issue is relating to the kdtree deleting the station before (finishing) removing the industry 22:11:20 <LordAro> but i know very little about how the kdtree works 22:11:54 <glx> I don't really know how it works either ;) 22:12:49 <pnda> Which file handles the dropdown menus from the toolbar? 22:13:14 <glx> search for DropDown I think 22:14:11 <LordAro> pnda: in general, *_gui.cpp 22:14:38 <LordAro> so maybe toolbar_gui.cpp? ;) 22:14:47 <pnda> yeah that's what I assume 22:14:54 <pnda> Can't find reference to what I am looking for though 22:15:02 <LordAro> being able to properly search the codebase is a good skill to learn 22:16:01 <glx> dropdown.cpp maybe 22:16:32 <glx> it's under widgets in MSVC 22:17:18 <pnda> DropDownListIconItem::DropDownListIconItem() is what I was looking for. Thanks glx 22:18:03 *** Supercheese has joined #openttd 22:19:42 <pnda> Someone on Discord just found a daylength and clock per ticks setting that make the game realtime 22:19:53 <glx> ok funding another platform, I think the last one can't close 22:20:46 <pnda> At line 1224 in newgrf_engine.cpp there's a typo in the comment. "Deternine" 22:21:11 <glx> not the only one you'll find ;) 22:21:37 <LordAro> a single typo is not something anyone's much concerned about 22:21:44 <LordAro> a single comment typo* 22:36:31 <pnda> Why are these menus coded differently.... just annoying 22:37:17 <glx> hmm even if I "hack" using breakpoint to activate platform closing, no crash 22:42:12 <peter1138> Damn, I was only intending to fix a weird issue with normal docks, not revert all the adjacent docking tile change :/ 22:45:21 <_dp_> working with goals is a nightmare :( 22:45:30 <_dp_> re-creating them from scratch each time is fine 22:45:53 <_dp_> but try anything more effective and all hell breaks loose 22:46:03 *** Supercheese has quit IRC 22:46:24 *** Supercheese has joined #openttd 22:47:56 <pnda> *first time having generated working code let's see* 22:48:12 <pnda> OMG IT WORKS. 22:48:18 <pnda> First try coding anything in C++ and it works 22:48:47 <DorpsGek_II> [OpenTTD/OpenTTD] capitalismlab-owner commented on issue #7477: 1.9.0 Cannot display language properly. https://git.io/fjLNY 22:51:54 *** gelignite has quit IRC 22:52:52 <peter1138> "Oh wow! GRF scanning at startup is very much faster" 22:52:58 <peter1138> So did we optimize that at all? :p 22:53:52 <Samu> for me grf scanning is slow 22:53:57 <Samu> that's why I delete them 22:55:19 <Samu> maybe he installed openttd in a SSD 22:56:20 <pnda> I don't have any NewGRFs installed to test. But I've got it on my nVME SSD, so it would be quite quick 22:58:40 <glx> hmm I have an idea to reproduce window.cpp spam 23:00:32 <pnda> well 23:00:37 <pnda> bed for me too I guess 23:01:49 <Samu> is this a good variable name? 23:01:51 *** pnda has quit IRC 23:01:51 <Samu> uint company_id_from_mask; 23:01:51 <Samu> FOR_EACH_SET_BIT(company_id_from_mask, ais_to_start) { 23:02:03 <Samu> ais_to_start is the mask 23:02:11 <Samu> company_id already exists 23:03:32 <Samu> uint cid; ? 23:04:30 <glx> cid, c, company 23:04:34 <glx> many options :) 23:06:53 <Samu> but it's a uint at that place 23:07:00 <Samu> can't make it CompanyID 23:07:08 <Samu> ok company 23:07:57 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7380: Feature: Multi-tile docks. https://git.io/fjv8j 23:16:48 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjvY8 23:17:18 <Samu> my first visual studio 2019 pr 23:18:22 <glx> ok I can trigger window.cpp assert, but it happens only once 23:18:35 <glx> anyway I see what can be wrong in the code 23:21:45 <peter1138> The kdtree part or the other part? 23:22:24 <glx> the other part 23:23:34 <glx> MessageBox is supposed to be modal and block every messages set to the window, but seems it's not fully working 23:24:06 <glx> I suspect GetActiveWindow() 23:28:20 *** sla_ro|master has quit IRC 23:29:32 <glx> yeah I managed to get the assert flood 23:30:06 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7380: Feature: Multi-tile docks. https://git.io/fjv8j 23:32:39 <Samu> oops 23:32:46 <peter1138> ? 23:32:55 <Samu> CCA_NEW_AI comes first before CCA_DELETE 23:33:05 <Samu> wrong comment order, not too important 23:33:17 <DorpsGek_II> [OpenTTD/OpenTTD] capitalismlab-owner commented on issue #7477: 1.9.0 Cannot display language properly. https://git.io/fjLNV 23:33:21 <Samu> https://github.com/OpenTTD/OpenTTD/pull/7376/commits/69ae37349f271f8423188ec7147ac715b6e86e1d#diff-a642ac2d124f2c9d89c466a024a6a47eR819 23:33:23 <Samu> here 23:34:04 <peter1138> This is your own comment... 23:34:19 <glx> ok that's it, if openttd window is not active on first assert, a message box is created but not linked to the main window, then when the mouse moves over the main window new message box is created, linked to the first message box, etc. 23:34:26 <Samu> yes, i made an order mistake :( 23:34:35 <glx> let's see if I can fix that 23:37:10 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjvY8 23:46:12 <Samu> is this line correct? CompanyMask ais_to_start = GB(p1, 12, 16); 23:46:34 <Samu> I wonder if it should be CompanyMask ais_to_start = (CompanyMask)GB(p1, 12, 16); 23:47:00 <Samu> visual studio didn't complain, but... 23:47:53 <Samu> let's see what clang and lixus dudes say 23:50:44 <Samu> many OSX warnings 23:50:51 <Samu> not related to me 23:51:06 <DorpsGek_II> [OpenTTD/OpenTTD] capitalismlab-owner closed issue #7477: 1.9.0 Cannot display language properly. https://git.io/fjLSG