Log for #openttd on 2nd May 2019:
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05:50:37  <peter1138> juzza1, you can force-push, though :-)
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06:03:55  <andythenorth> 6811 is done then?
06:04:22  <peter1138> Variants, then...
06:06:10  <DorpsGek_II> [OpenTTD/website] andythenorth commented on pull request #72: Add: Monthly Dev Post of May 2019
06:06:28  <andythenorth> variants would be super
06:06:58  <andythenorth> shall I update the NRT forum thread :)
06:07:31  <andythenorth> yes I shall
06:08:13  <peter1138> Need to see what needs to be added to grfcodec and nml, as well.
06:13:40  <andythenorth> grfcodec usually 'just works'
06:13:53  <andythenorth> it doesn't do much with the bytes
06:16:58  <andythenorth> so we have
06:16:59  <andythenorth> for NML
06:23:26  * peter1138 boils an egg for lunch.
06:23:40  <peter1138> That's right, I'm spicing up my salad with... an egg.
06:24:27  <andythenorth> outrageous
06:26:05  * LordAro fell asleep last night without drinking his tea
06:26:09  <LordAro> it's quite cold now
06:26:54  <peter1138> Microwave!
06:27:05  <Flygon> For some reason.
06:27:08  <peter1138> I went to bed without giving you kudos.
06:27:12  <Flygon> I read everything LordAro says as an xkcd comic.
06:27:18  <Flygon> It makes this channel amazing.
06:28:07  <peter1138> Hmm, apparently my Garmin hadn't uploaded for a while, so I have a ton of shitty commutes spamming everyone :(
06:28:26  <peter1138> Damn that's a lot of PRs.
06:28:37  <LordAro> :)
06:37:32  <andythenorth> more PRs than issues yet?
06:40:07  <peter1138> Uh, not that sort :-)
06:43:52  <peter1138> Hmm, I think my variants branch is pre-std::vector.
06:54:49  <andythenorth> mmm variants :D
06:54:59  <andythenorth> means I can redesign Horse and break all savegames
06:55:36  <peter1138> Horse 2.0
06:55:49  <andythenorth> Horse 3.0
06:55:53  <andythenorth> 2.0 is the one I haven't finished :P
06:55:57  <andythenorth> 8 alphas so far
07:05:01  <DorpsGek_II> [OpenTTD/website] nielsmh commented on pull request #72: Add: Monthly Dev Post of May 2019
07:05:39  <peter1138> Whew, it built.
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07:14:19  <LordAro> "less custom code means less possible bugs"
07:14:32  <LordAro> until you start counting STL bugs ;)
07:15:22  <DorpsGek_II> [OpenTTD/website] LordAro updated pull request #72: Add: Monthly Dev Post of May 2019
07:18:37  <LordAro> oh, NRT did actually get merged
07:18:40  <LordAro> nice job people
07:20:42  <peter1138> Yup.
07:23:18  <peter1138> Hmm, I ought to go to work.
07:25:34  <LordAro> mm, probably
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07:39:16  <DorpsGek_II> [OpenTTD/website] LordAro approved pull request #72: Add: Monthly Dev Post of May 2019
07:40:10  <LordAro> hmm, could be some more resources about NRT - what it is, how to use it, etc
08:15:17  <andythenorth> +1
08:16:03  <andythenorth> I will do a forum post probs tomorrow
08:16:12  <andythenorth> then it can be copied into dev post or somethng
08:16:25  * andythenorth must to dentist :P
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08:16:37  <peter1138> I did that yesterday.
08:18:07  <peter1138> Cinnamon swirl for breakfast this morning. So much for trying to low-carb.
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09:26:11  * peter1138 ruins everything with a Lotus biscuit.
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09:27:56  <peter1138> But only one, not both.
09:34:29  <andythenorth> so I should add a new property to some Horse trains, for variants
09:34:32  <andythenorth> how does it work?
09:34:41  <andythenorth> is there a prop for parent vehicle ID or something?
09:34:48  <andythenorth> or a list of children on one vehicle?
09:34:52  <andythenorth> or some group ID?
09:35:45  <peter1138> Hmm, currently it's parent engine ID, but maybe it could be some arbitrary ID instead.
09:36:02  <peter1138> Although parent ID allows for nesting, though I doubt that's very desirable.
09:36:02  <andythenorth> hmm, then we'd need a way to set 'first' or 'default' vehicle
09:36:06  <V453000> random switch, drop all you have in :D
09:36:26  <andythenorth> that's what currently happens :P
09:36:28  <andythenorth> in Horse
09:36:34  <V453000> see, iz fixed
09:36:40  <andythenorth> V453000: you haven't even seen what I do with depot-flip liveries?
09:36:49  <V453000> not yet
09:36:52  <andythenorth> it's lolz
09:36:59  <V453000> I'll give horse a try next week probably
09:37:04  <V453000> need to fix yeti first
09:37:09  <andythenorth> wagons adapt livery to engine, then you can flip them to change livery
09:37:16  <andythenorth> so needs deleting
09:37:27  <V453000> I think I'll try to compile on windows with my custom includes and an older NML :)
09:37:30  <V453000> that should work, right?
09:37:49  <V453000> custom includes - didn't get cygwin to work, older NML to keep old syntax\
09:38:56  <V453000> also
09:49:59  <peter1138> I mean, I've listened to that before, but why not :D
09:52:27  <V453000> :)
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10:09:26  * andythenorth is still listening to synthwave
10:09:33  <andythenorth> which is definitely V453000's fault
10:09:56  <Artea> hi
10:10:16  <peter1138> < Gonna have to download that tonight, then./
10:11:49  <Artea> hahaha
10:12:07  <Artea> that popup in my YT feeds a couple days ago
10:13:17  <Artea>
10:13:25  <Artea> f***
10:13:41  <Artea>
10:14:07  <Artea> f***
10:14:13  <Artea> I'm blind today
10:14:18  <peter1138> :-)
10:14:26  <Artea> I'm sorted pissed
10:14:30  <Artea> because of MU Online
10:14:42  <Artea> got a player with 2 chars ksing me
10:14:47  <LordAro> it's ok, you can swear on the internet
10:14:59  <Artea> and other died 4h after 1 am
10:15:24  <Artea> I do more than that, LordAro
10:15:31  <Artea> just trying not show that side
10:16:03  <LordAro> i feel like i really don't want to know what "more than that" is
10:16:34  <Artea> you wouldn't
10:17:30  * Artea on Bobby Prince - Running From Evil @ Liquid DooM Radio ->
10:18:54  <peter1138> Hmm, voxel stuff for Doom. Interesting.
10:19:23  <peter1138> Effectively switching to 3D models but keeping the aesthetic.
10:19:36  <peter1138> (Doom with actual 3D models looks shit)
10:20:39  <peter1138>
10:23:15  <Artea> bah
10:23:23  <Artea> N64 OST
10:23:57  * Artea on MU Online - Blood Castle Theme
10:35:59  <DorpsGek_II> [OpenTTD/website] glx22 commented on pull request #72: Add: Monthly Dev Post of May 2019
10:35:59  <Artea> peter1138:
10:36:16  <Artea> concert to evil monsters ;)
10:36:28  <peter1138> THat's... a bit shit.
10:36:55  <Artea> I liked
10:37:02  <Artea> not many "concerts" of DooM out there
10:37:22  <peter1138> I want my rock concerts to have on-stage antics!
10:37:58  <Artea> I wish see that stage in RL
10:44:06  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed pull request #7498: Change: Consider any cargo with passenger town effect for passenger-type subsidies.
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10:50:59  <V453000> it's a great honor to have that kind of influence on your life andythenorth
11:04:20  <andythenorth> what's more important?
11:04:23  <andythenorth> crafting great work?
11:04:32  <andythenorth> or distorting other people's lives? :P
11:08:14  <V453000> answer unclear
11:08:59  <_dp_> moar zombies! xD
11:10:09  <andythenorth> you need zombie RV grf
11:10:10  <andythenorth> and an AI
11:10:34  <V453000> did some horrible script go haywire
11:10:34  <V453000> ?
11:11:08  <_dp_> V453000, nope, totally intentional :p
11:11:20  <V453000>  oh :)
11:11:26  <_dp_> it's running on citymania test server you can check btw
11:11:37  <_dp_> looks much better in real time than on picture xD
11:11:40  <V453000> at werk
11:11:45  <V453000> will check in the evening
11:23:25  <_dp_> zombie grf won't help much btw at least until there are some controllable disaster vehicles implemented
11:23:37  <_dp_> using regular rvs as zombies is way too cumbersome
11:23:57  <_dp_> what I miss the most currently is a way to destroy company property
11:24:01  <_dp_> like stations
11:24:45  <_dp_> coz there is absolutely no way to destroy a station with a train stopped on it atm
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11:25:44  <_dp_> some method like "destroy station, crash trains" should be easy enough to implement
11:39:13  <peter1138> Implement controllable disaster vehicles then ;)
11:39:39  <peter1138> UFO strike can destroy vehicles, so that's a base to work from.
12:22:49  <andythenorth> another great contribution from SYL
12:23:47  <peter1138> "No, we don't use SVN any more."
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12:47:55  <andythenorth> I am out tonight
12:48:06  <andythenorth> NRT docs this afternoon? o_O
12:48:25  <peter1138> I'm... working.
12:56:31  <tycoondemon> git > svn
12:58:31  <rubenwardy> git >>>>>>>>>>>>>>>>>>>> svn
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13:13:06  <Samu> hi
13:35:55  <peter1138> Yes.
13:40:15  <_dp_> is there any way to give myself some money in mp for testing?
13:40:22  <_dp_> except for writing gs
13:40:39  <_dp_> as a server I mean ofc
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14:50:00  <Samu> deliver stuff
14:52:16  <_dp_> very helpful :/
14:52:19  <Samu> round 14 is nearing completion
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14:57:11  <spnda> How do I resolve conflicts again? (NRT added code in toolbar_gui.cpp which for some reason apparently conflicts with my screenshot window pr, eventhough I didn't change anything in that line)
15:00:23  <peter1138> You look at the conflict and decide what the correct code should be.
15:01:07  <spnda> Is it good/safe to do it on github?
15:01:44  <spnda> Actually I'll just use the changed code from that commit and amend my commit...
15:04:26  <andythenorth> these wagons are at least 1px less high than the engine
15:04:30  <andythenorth> but in-game, that looks daft
15:04:35  * andythenorth must not realism
15:05:42  <peter1138> Well...
15:06:05  <peter1138> If you draw at 2x or even 4x then you could represent it better.
15:06:15  <peter1138> spnda, no, don't do it on github.
15:06:46  <peter1138>  That'll end up with a conflict commit, and nobody wants to see one of them.
15:09:02  <spnda> I rebased to HEAD, edited that commit, changed that line of code, did commit --amend -a and trying to rebase upstream/master still shows that conflict. why?
15:13:31  <DorpsGek_II> [OpenTTD/OpenTTD] Berbe commented on pull request #7348: Fix: IniLoadFile::LoadFromDisk seems to expect filename, BaseMedia<Tbase_set>::AddFile provides fullpath
15:14:10  <andythenorth> basically Horse is just recreating my childhood
15:14:13  <andythenorth> in pixels
15:14:13  <andythenorth>
15:19:59  <spnda> Uh git rebase --continue says I need to resolve all conflicts, eventhough I just edited the file to resolve that conflict hmm
15:20:23  <nielsm> you should not commit during conflic resolution
15:20:50  <nielsm> the correct sequence is rebase, fix conflict in files, add fixed files, rebase --continue
15:21:01  <spnda> I didn't commit
15:21:18  <nielsm> <spnda> I rebased to HEAD, edited that commit, changed that line of code, did commit --amend -a
15:21:40  <nielsm> did you add the fixed files?
15:21:57  <spnda> git add . would be an idea lol
15:22:13  <nielsm> if you check git status it'll show the files as conflicted until you add them
15:22:25  <nielsm> always check git status
15:22:33  <nielsm> it usually tells you exactly what you're supposed to be doing
15:23:14  <spnda> So uh I finished the rebase. So now just a simple git push -f?
15:23:44  <nielsm> yeah if it compiles and otherwise looks fine
15:24:48  <spnda> I've just got this error: "identifier "STR_SCENEDIT_TOOLBAR_TRAM_CONSTRUCTION" is undefined" on line 2634 in toolbar_gui.cpp
15:28:08  <spnda> hmm just building again seems to have fixed that one
15:29:00  <DorpsGek_II> [OpenTTD/OpenTTD] spnda updated pull request #7550: Add: Screenshot window (& simplify the about/help DropDown)
15:29:26  <spnda> that just resolves some conflicts with NRT :), otherwise no changes
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15:33:52  <andythenorth> @seen pikka
15:33:52  <DorpsGek> andythenorth: pikka was last seen in #openttd 3 weeks, 0 days, 4 hours, 11 minutes, and 27 seconds ago: <Pikka> if the separate sprites had cc masks, I wouldn't have made them separate sprites :)
15:37:51  <spnda> what the hell happened to all those linux builds on my pr #7550
15:41:15  <spnda> 'Unable to find image [...]' does that referr to system images?
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16:10:56  <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] closed pull request #7418: Fix: Validate control-codes in NewGRF strings
16:15:22  <andythenorth> is it nap time?
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16:19:59  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
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16:35:02  <LordAro> spnda: ignore those messages, and look at the actual log
16:35:51  <spnda> LordAro that's the only error message and then it returns with code 125
16:36:18  <LordAro> ah right
16:36:23  <LordAro> well, that's not the only error message
16:36:26  <LordAro> but docker did indeed fail
16:36:44  <LordAro> lemme see if i can convince it to rerun
16:40:50  <LordAro> glx: you can retrigger CI, right? #7550 needs a poke
16:42:56  <glx> oh nice docker failure
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16:43:31  <glx> commit check is skipped for manual builds
16:46:37  <glx> and docker still fails
16:48:05  <spnda> so uh what is happening? any problems from my code, or a pipeline/system problem?
16:48:16  <glx> it's not your code
16:48:57  <glx> seems docker is broken since yesterday
16:50:27  <glx> happened between 20:00 and 21:36
16:53:31  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7398: Fix #7371: Avoid dependency on foundations of town tile during saveload
16:56:16  <nielsm> can someone call TB? :/
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17:21:07  <glx> hmm maybe I can try to rebuild the docker images
17:26:50  <glx> ok that failed too
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17:35:33  <andythenorth> hmm
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17:43:11  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7516: Memory measurement and limits for Squirrel
17:43:37  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7516: Memory measurement and limits for Squirrel
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17:56:14  <peter1138> World of Goo for free on the Epic store.
17:56:18  <peter1138> Kinda old.
17:57:43  <glx> hmm seems $(Agent.JobName) doesn't contain what it used to contain
17:59:47  <glx> so image name was openttd/compile-farm-ci:linux-amd64-clang-3.8 and now it's openttd/compile-farm-ci:linuxlinux-amd64-clang-3.8
18:00:04  <LordAro> that's interesting
18:00:35  <glx> and $(Agent.JobName) change also breaks image building
18:01:56  <Xaroth> glx: It used to be "commit-checker", now "Linux commit-checker "
18:04:31  <LordAro> this was released a couple of days ago, must be related
18:04:50  <Xaroth> glx: info in a PM to you, hope it helps
18:05:37  <Samu> Round 14 ends!
18:05:49  <peter1138> Thank goodness!
18:07:09  <Samu> @calc 47 - 14
18:07:09  <DorpsGek> Samu: 33
18:07:11  <Samu> 33 to go
18:11:00  * peter1138 downloads Brutal Doom mods.
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18:15:03  <Wolf01> o/
18:21:42  <andythenorth> yo
18:22:22  <peter1138> no
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18:51:07  <Samu> just started 24 OpenTTDs
18:51:23  <Samu> want to get round 15 done as quickly as possible :|
18:51:41  <Samu> I need a better CPU :(
18:52:55  <Samu> Come on AMD, release your stuff now
18:55:48  <Arveen2> get an Epyc 7601 ?
18:56:22  <spnda> That'll run it
18:56:38  <spnda> Or how about a TR2990WX
18:56:58  <Arveen2> 2990 is 32/64
18:57:00  <Arveen2> too ?
18:57:08  <spnda> Should be yeah
18:57:20  <Arveen2> 7601 is for 2 socket solutions :D
18:57:22  <Samu> oh, im poor
18:58:00  <Arveen2> get an E6600 then :P
18:58:03  <Samu> my other system is doing nothing, wondering how i could use it
18:58:13  <Samu> with remote desktop
18:59:03  <Arveen2> you just running instances of OTTD ?
18:59:13  <spnda> Wait is an E6600 not a Core 2 Duo?
18:59:22  <Arveen2> it is @ spnda
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18:59:55  <Samu> R7 1700 is tempting
19:00:13  <Arveen2> 3000 series is just around the corner
19:00:21  <Arveen2> i got an 2700x in my desktop currently
19:00:23  <spnda> And should be quite promising
19:00:48  <Arveen2> first AMD for me since ... hmm K6-2, heh
19:00:51  <spnda> Intel still isn't gonna be going to 10 nor 7nm anytime soon which gives AMD such an advantage
19:02:56  <Arveen2> i bought some AMD stocks last summer, feeling pretty happy right now :)
19:03:54  <spnda> I've only had one AMD chip in an xbox 360
19:04:31  <Arveen2> back in the day i had an Am286
19:04:44  <spnda> I wasn't even alive then lul
19:04:55  <Arveen2> :D
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19:09:22  <spnda> would it theoretically be possible to write a grf in c++?
19:12:20  <LordAro> theoretically? if the suitable entry points were added, but it'd be extremely platform specific
19:14:14  <nielsm> yeah either made a fork with the changes hardcoded in, or go the full length and make a dynamic library plugin architecture
19:15:22  <spnda> I'm not aiming to do so lol, just had this idea if it was possible
19:16:58  <michi_cc> peter1138: Do you know which NewGRFs work with the merged version of NRT?
19:17:13  <peter1138> All the existing ones work.
19:17:26  <peter1138> But they're not all well designed.
19:17:38  <DorpsGek_II> [OpenTTD/website] michicc dismissed a review for pull request #72: Add: Monthly Dev Post of May 2019
19:17:39  <DorpsGek_II> [OpenTTD/website] michicc updated pull request #72: Add: Monthly Dev Post of May 2019
19:18:11  <michi_cc> Still, got some names to drop in the dev post?
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19:23:11  <Samu> 3 matches complete. 21 to go
19:23:57  <frosch123> i think none are on bananas
19:25:11  <DorpsGek_II> [OpenTTD/website] michicc updated pull request #72: Add: Monthly Dev Post of May 2019
19:25:25  <michi_cc> Some copy-editing would be nice ^^
19:26:30  <stefino> hi all, I found some problem with articulated vehicles. If I join 3 parts with length for example 2+8+2, 4+8+4, 6+8+6 and I stop the vehicle and turning with it, bounding boxes are static. They are at the same place.
19:27:43  <stefino> but if I have vehicle with length 1+8+1, 3+8+3, 5+8+5, possition of bounding boxes is different when I turn the vehicle. Can anyone tell me why?
19:27:53  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7556: Fix: [AzurePipeline] ${Agent.JobName} content changed
19:28:01  <glx> ok let's try
19:28:29  <LordAro> interesting
19:28:39  <LordAro> is the change documented anywhere?
19:29:41  <glx> not found anything
19:30:01  <glx> but hardcoding value should work
19:31:08  <LordAro> commit checker seems happy?
19:31:10  <frosch123> stefino: when you reverse a vehicle the position of the vehicles stay the same
19:31:17  <glx> at least it runs :)
19:31:22  <frosch123> "position" in this case is "the point at which vehicles turn in curves"
19:31:23  <LordAro> :)
19:31:42  <glx> but I think it will run on non PR builds too
19:31:53  <frosch123> this position is at the center of the vehicle, but with odd length there must be one length in front or behind
19:32:05  <glx> and that's not wanted
19:34:49  <stefino> frosch123: look at this video what I took
19:35:27  <stefino> engine is with length 2+8+2 and it is OK, wagon has 3+8+3 and there is the problem
19:36:14  <frosch123> yes, i am aware of the behaviour
19:36:41  <frosch123> btw. it was even worse in the past
19:37:44  <stefino> but how can I join this vehicles correctly if engine is "static" and wagon not
19:38:27  <stefino> there will be different spaces between them
19:38:37  <frosch123> no
19:40:08  <frosch123> this only affects reversing, not vehicle chains
19:41:16  <stefino> mmm, I'll try it
19:42:13  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7556: Fix: [AzurePipeline] ${Agent.JobName} content changed
19:43:14  <glx> and I'll need to do a manual build after that
19:46:53  <stefino> frosch123: in the end - vehicle chain looks good
19:47:04  <stefino> but it is really interesting
19:47:40  <frosch123> the thing is: when reversing a train, it should not fall off the track or skip a signal
19:47:57  <frosch123> or crash into another vehicle
19:48:43  <frosch123> so the simulation position of front and rear of the train need to stay the same,
19:48:50  <frosch123> which means the visuals need to jump :p
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19:52:50  <stefino> ok ok :) so thx a lot :)
20:05:26  <DorpsGek_II> [OpenTTD/website] stormcone opened pull request #86: Fix: Fix a typo.
20:05:54  <DorpsGek_II> [OpenTTD/website] LordAro approved pull request #86: Fix: Fix a typo.
20:06:05  <DorpsGek_II> [OpenTTD/website] LordAro merged pull request #86: Fix: Fix a typo.
20:06:07  <DorpsGek_II> [OpenTTD/website] LordAro updated pull request #72: Add: Monthly Dev Post of May 2019
20:06:11  *** stefino has quit IRC
20:06:49  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7556: Fix: [AzurePipeline] ${Agent.JobName} content changed
20:08:03  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7556: Fix: [AzurePipeline] ${Agent.JobName} content changed
20:09:28  <glx> next step will be compile farm :)
20:12:48  <peter1138> Hmm, quite a few fixes for 1.9.2 if we're going to do a 1.9.2.
20:13:43  <glx> and I just added one to the list :)
20:14:52  * LordAro adds another one
20:15:12  <LordAro> could probably add #7542 as well?
20:15:50  <Samu> 8 games completed, 16 remaining
20:16:16  <Samu> oh, 1.9.2 is coming? :(
20:16:22  <Samu> erm.. :)
20:16:34  <LordAro> maybe, maybe not
20:16:37  <Samu> too bad i'm doing the tournament in 1.9.1
20:16:55  <LordAro> would you expect the results to change?
20:17:12  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7556: Fix: [AzurePipeline] ${Agent.JobName} content changed
20:17:44  <Samu> is it getting the memory limit?
20:17:49  <nielsm> no
20:17:54  <nielsm> that's a savegame upgrade
20:18:50  <nielsm> the only that could affect gameplay:
20:19:02  <glx> all failed build will need a rebase I think
20:19:23  <LordAro> nnyby: SDL2 rebase pls
20:19:37  <Samu> oh, i see, yeah, there's some AIs that look into subsidies
20:19:47  <LordAro> nnyby: mm, could do
20:19:48  <Samu> simpleai, cpu, admiral, chopper i think
20:19:54  <glx> though the CI usually rebase to master, but let's be on the safe side
20:20:36  <peter1138> Right, better check what I added :p
20:20:38  <glx> trying 7550
20:21:01  <peter1138> Regression passes :)
20:21:11  <LordAro> shipit
20:21:55  <DorpsGek_II> [OpenTTD/website] stormcone opened pull request #87: Add: Recommending some road vehicle sets for NRT.
20:22:05  <glx> hmm CI is very slow tonight
20:22:33  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
20:22:52  <peter1138> "recommend" is a bit strong :p
20:22:55  <nnyby> LordAro: done
20:22:59  <LordAro> nnyby: :)
20:23:12  <peter1138> The road type NewGRFs are very unpolished.
20:23:41  <LordAro> i should look at some of the structural website stuff, in TB's absense
20:26:57  <peter1138> #7527?
20:27:03  <peter1138> Not a fix but...
20:28:34  <LordAro> what's the usecase?
20:29:24  <peter1138> Somethingsomethingsomething
20:30:58  *** nielsm has quit IRC
20:31:01  <Samu> 10 games remaining
20:31:36  <DorpsGek_II> [OpenTTD/website] LordAro requested changes for pull request #84: Change: semantic HTML-elements for the pages main sections and corresponding CSS-rules
20:33:52  <glx> oups I made a copy paste error
20:34:44  <DorpsGek_II> [OpenTTD/website] LordAro requested changes for pull request #85: Change: HTML5-elements and corresponding CSS-rules for the blog article template
20:35:26  <DorpsGek_II> [OpenTTD/website] LordAro commented on pull request #87: Add: Recommending some road vehicle sets for NRT.
20:35:42  *** Progman has joined #openttd
20:35:55  <LordAro> @seen Eddi|zuHause
20:35:55  <DorpsGek> LordAro: Eddi|zuHause was last seen in #openttd 1 day, 7 hours, 25 minutes, and 16 seconds ago: <Eddi|zuHause> well, i'm sure they can bulldoze them :p
20:36:04  <DorpsGek_II> [OpenTTD/website] michicc commented on pull request #87: Add: Recommending some road vehicle sets for NRT.
20:37:09  <DorpsGek_II> [OpenTTD/website] michicc updated pull request #72: Add: Monthly Dev Post of May 2019
20:39:27  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7557: Fix 8fc2b48db: [AzurePipeline] copy/paste error
20:39:53  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7557: Fix 8fc2b48db: [AzurePipeline] copy/paste error
20:40:19  <DorpsGek_II> [OpenTTD/OpenTTD] qdbp opened issue #7558: Feature Request: Conditional Orders on Timetable Status
20:42:15  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7559: Backport marked PRs to 1.9.2
20:42:32  <LordAro> peter1138: *to 1.9 branch
20:42:39  <LordAro> 1.9.2 still might not be a thing :p
20:42:47  <peter1138> Well...
20:43:14  <LordAro> fine :p
20:43:14  <michi_cc> LordAro: Releases are quite cheap now, so unless you want to do a 1.10 very soon...
20:43:25  <peter1138> Bit too soon :-)
20:43:27  <LordAro> michi_cc: well that is the plan, is it not? :p
20:43:51  <peter1138> Give another month maybe ;)
20:44:38  <glx> hmm azure seems to have issues
20:46:54  <DorpsGek_II> [OpenTTD/website] LordAro updated pull request #72: Add: Monthly Dev Post of May 2019
20:57:41  *** frosch123 has quit IRC
21:02:44  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7028: Feature: Option to group vehicle list by shared orders
21:03:36  <DorpsGek_II> [OpenTTD/website] stormcone updated pull request #87: Add: Recommending some road vehicle sets for NRT.
21:07:24  <DorpsGek_II> [OpenTTD/website] LordAro commented on pull request #87: Add: Mention some road vehicle sets for NRT.
21:08:45  <DorpsGek_II> [OpenTTD/CompileFarm] glx22 opened pull request #35: Fix: $(Agent.JobName) content changed
21:09:37  <DorpsGek_II> [OpenTTD/CompileFarm] LordAro approved pull request #35: Fix: $(Agent.JobName) content changed
21:11:20  <LordAro> peter1138: i'm not entirely sure what i'm testing for with #7549
21:11:29  <LordAro> (also should that be backported?)
21:11:53  <peter1138> Probably, yes.
21:12:58  <peter1138> Open a file list window, then just click on the 'thumb' (the moving draggable bit) of the scrollbar.
21:13:13  <peter1138> Er, assuming you have enough files in there for it to scroll, heh.
21:13:25  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7544: Fix #7481: Don't modify oil rig stations during removal
21:13:32  <LordAro> peter1138: i was using the town list
21:14:09  <peter1138> Does it there for me too.
21:16:21  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7549: Fix: Clicking on scrollbar 'thumb' moved position up instantly.
21:16:29  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7549: Fix: Clicking on scrollbar 'thumb' moved position up instantly.
21:16:31  <LordAro> got it :)
21:19:36  <glx> LordAro: thanks for the approve ;)
21:20:08  <LordAro> glx: well it's still contingent on the CI passing :p
21:20:30  <LordAro> and i trust you enough to manage to grep through the repo for "Agent.JobName" :p
21:20:32  <glx> well you don't have write access on compilefarm :)
21:20:37  <LordAro> oh
21:20:38  <LordAro> lol
21:20:57  <LordAro> who does? :p
21:21:08  <glx> I'm admin, so it's ok :)
21:21:28  <glx> but it seems nobody except admins have write access
21:23:16  <LordAro> not unexpected
21:26:55  <DorpsGek_II> [OpenTTD/CompileFarm] glx22 merged pull request #35: Fix: $(Agent.JobName) content changed
21:27:10  <glx> double checked the tags this time :)
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21:29:13  <_dp_> can we get #7547 into 1.9.2 too plz?
21:29:37  <LordAro> certainly not while there's a merge conflict
21:29:51  <DorpsGek_II> [OpenTTD/website] stormcone updated pull request #87: Add: Mention some road vehicle sets for NRT.
21:33:54  <_dp_> well, I've no idea how to check what's conflicting but shouldn't be too hard to fix it's just a few lines change
21:34:03  <LordAro> probably not
21:34:24  <_dp_> certainly better than #7534 that I kinda want as well but not even sure where to start xD
21:34:39  <peter1138> Actually...
21:35:13  <peter1138> NRT may have... lost that check anyway.
21:35:23  <peter1138> Which is awkward :p
21:35:43  * peter1138 tests.
21:35:56  <_dp_> nrt? is that merged?
21:36:09  <glx> since yesterday yes
21:36:33  <_dp_> oh, nice
21:36:38  <peter1138> Hmm, no, it hasn't, it's just... different.
21:36:41  <glx> but compile farm was broken so will be in next nightly
21:37:39  <michi_cc> peter1138: Should these NRT vehicle set links be in the dev post?
21:37:40  <_dp_> well, for backporting it probably should be as it is not after-nrt way
21:37:47  <glx> hmm actually nightly built without issue, as we don't provide linux builds
21:38:05  <peter1138> michi_cc, I personally wouldn't put any links in there, they're all development version.
21:38:10  <adikt> y can't i get music to work after downloading file?
21:38:15  <adikt> sounds work, not music
21:38:22  <glx> linux ?
21:38:24  <michi_cc> It's a development news post, too :)
21:38:27  <adikt> yup
21:38:40  <adikt> linux mint... sudo apt install openttd
21:38:41  <Wolf01> I read that some nasty roads found their way to master :P
21:38:43  <adikt> think 1.7.1
21:38:51  <glx> timididy only then
21:39:43  <michi_cc> LordAro: NRT links yes/no? As it still conflicts, I'd just add that change manually in case.
21:39:57  <LordAro> michi_cc: sure, why not
21:40:39  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7557: Fix 8fc2b48db: [AzurePipeline] copy/paste error
21:40:48  <_dp_> hmm, if I do some dirty hack of a fix for #7534 can we go with that at least for 1.9.2?
21:41:14  <_dp_> won't quite fix it but will be less broken xD
21:41:18  <glx> peter1138: this one should be backported too :)
21:41:37  <DorpsGek_II> [OpenTTD/website] michicc updated pull request #72: Add: Monthly Dev Post of May 2019
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21:42:17  <DorpsGek_II> [OpenTTD/website] stormcone commented on pull request #87: Add: Mention some road vehicle sets for NRT.
21:42:42  <DorpsGek_II> [OpenTTD/website] michicc commented on pull request #87: Add: Mention some road vehicle sets for NRT.
21:43:01  <michi_cc> Last call for stuff in the may dev post!
21:44:11  <DorpsGek_II> [OpenTTD/website] stormcone commented on pull request #87: Add: Mention some road vehicle sets for NRT.
21:46:14  <DorpsGek_II> [OpenTTD/website] glx22 commented on pull request #72: Add: Monthly Dev Post of May 2019
21:48:12  <DorpsGek_II> [OpenTTD/website] michicc updated pull request #72: Add: Monthly Dev Post of May 2019
21:48:28  <DorpsGek_II> [OpenTTD/website] LordAro closed pull request #87: Add: Mention some road vehicle sets for NRT.
21:53:29  <DorpsGek_II> [OpenTTD/website] michicc updated pull request #72: Add: Monthly Dev Post of May 2019
21:53:43  <michi_cc> Good idea or scrap it again? ^^
21:56:02  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7547: Change: Allow building road stops over self-owned one-way/blocked road.
21:56:06  <glx> indeed failed builds require a rebase, as automatic rebase is skiped for manual builds
21:57:17  <rubenwardy> surely the post should be at the end of the month?
21:57:57  <glx> no it's expected to be at the beginning
21:58:03  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7559: Backport marked PRs to 1.9 branch
21:58:36  <michi_cc> rubenwardy: Well, the last one was a month ago, so no matter how it is called, if it is supposed to be monthly, we need one now.
21:59:39  <michi_cc> Anybody wants to approve the dev post PR? (I didn't create the PR so I could do it myself)
22:00:16  <DorpsGek_II> [OpenTTD/website] LordAro approved pull request #72: Add: Monthly Dev Post of May 2019
22:01:59  <DorpsGek_II> [OpenTTD/website] michicc merged pull request #72: Add: Monthly Dev Post of May 2019
22:04:37  *** sla_ro|master has quit IRC
22:11:07  <DorpsGek_II> [OpenTTD/website] michicc opened pull request #88: Add: Monthly Dev Post of June 2019
22:12:04  <LordAro> oh no
22:12:08  <LordAro> "modernization"
22:14:20  <michi_cc> Damn Americanisms... :p
22:14:41  <glx> IIRC a website "release" is required
22:14:50  <LordAro> indeed
22:15:58  <michi_cc> glx: Already done.
22:16:57  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7380: Feature: Multi-tile docks.
22:17:47  <glx> and the post is live \o/
22:19:17  <_dp_> wtf, how do I start server with gamescript?
22:19:30  <_dp_> I select gamescript, start server and there is no gamescript :(
22:19:49  <_dp_> what's even worse it was working somehow today %)
22:19:53  <glx> it should be in cfg, like AI
22:20:26  <_dp_> shouldn't it work just from the menus?
22:21:08  <glx> I think it should work
22:32:13  <peter1138> Works for me.
22:34:41  *** Supercheese has quit IRC
22:37:07  <peter1138> for(local i = 0; i < 32; ++i){
22:37:08  <peter1138> Heh
22:39:17  <_dp_> peter1138, what's that?
22:39:32  <peter1138> Some script that hardcoded 32 as the number of cargo types...
22:42:07  <Samu> 3 games remaining
22:42:26  <Samu> round 15 approacing its end
22:43:39  <_dp_> I've no idea what's going on but if I start new game it has gamescript but if I startr server it doesn't
22:46:55  <_dp_> oh, I found the culprit, it was network.reload_cfg
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