Log for #openttd on 29th June 2019:
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06:23:06  <reldred> Hmm, this action2 chain wasn't too bad to write in the end
06:23:21  <reldred> a lot easier when it's not 4am and you're sober
06:35:42  <LordAro> reldred: weird that
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07:27:20  <reldred> LordAro: to be fair it took being drunk at 4am to come up with the logic for the action2 chain, but yes, it took being sober to actually implement it...
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07:56:54  <andythenorth> isn't it though
08:14:54  <reldred> right
08:14:56  <reldred> time to learn git
08:15:14  <nielsm> or "git gud" as it's called ;)
08:15:21  <reldred> loool
08:15:35  <reldred> well my makefiles are working a lot better now
08:15:43  <reldred> nested includes working nicely
08:16:01  <reldred> so I only have to write action2 chains once >:D
08:16:38  <andythenorth> winner winner
08:16:43  <reldred> a lot less errors from nforenum when I process
08:40:53  <reldred> well, the garbage is up on intertubes
08:58:57  <peter1138> My Windows tablet just updated.
08:59:02  <peter1138> Welcome to the April 2018 update
08:59:07  <peter1138> Oh dear.
08:59:10  <reldred> lol
08:59:24  <reldred> May 2019 made my surface go feel a bit snappier
08:59:31  <reldred> might just be the drugs though
08:59:57  <peter1138> It is downloading cumulative updates for version 1803, so it is actually on the April 2018 update!
09:00:01  <peter1138> o_O
09:00:38  <peter1138> This is an HP 7 tablet, kinda small and chunky. And slow.
09:01:01  <peter1138> I can't remember if it started life with Windows 7 or 8.
09:05:01  <reldred> I like the surface go
09:05:04  <reldred> good little slab
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09:22:59  <Wolf01> Moin
09:23:00  <reldred> sigh, now the fun part of testing
09:23:09  <reldred> sitting and watching a town on fast forward for a few decades
09:23:19  <reldred> Wolf01: aloha
09:30:00  <michi_cc> peter1138: Any opinions on PRs #7627 and #7628?
09:30:40  <reldred> Is there any limits on how many newobjects can be spawned onto a map? I'm wondering if I should start doing silly things with them next
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09:50:55  <reldred> Sigh damnit I've got an edge case that's causing one of my buildings to sit and just animate through its construction stages -_-
09:56:17  <andythenorth> North American Buildings!
09:56:59  <reldred> WHERE?
09:57:08  <andythenorth> michi_cc: any opinions on PR :)
09:58:07  <michi_cc> Haven't really looked at the code, but I like the idea.
09:59:53  <andythenorth> reldred: I should start American Iron Horse no?
09:59:53  <reldred> oooh neat
10:00:14  <andythenorth> so many other projects :P
10:00:33  <reldred> that's oooh neat to both american iron horse and multi tile docks btw
10:00:45  <reldred> arguably leaning more in favor of the choo choo trains :P
10:01:07  <reldred> an updated polished up version of NARS would be nice
10:02:43  <andythenorth> give me a couple of years :P
10:02:53  <reldred> lol
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12:39:06  <andythenorth> yo
12:39:12  <peter1138> Is it lunch time yet?
12:39:13  <reldred> ahoy
12:39:29  <reldred> it's always lunch time somewhere
12:39:34  <reldred> not here though
12:39:48  <andythenorth> probably lunch time
12:39:54  <andythenorth> I have coffee with sugar in
12:39:59  <andythenorth> can that be mistaken for lunch?
12:40:12  <peter1138> Why would you ruin coffee with sugar?
12:40:21  <andythenorth> normally I wouldn't
12:40:24  <andythenorth> but I was hungry
12:40:52  <andythenorth> is it too sunny to merge some PRs?
12:42:37  <reldred> the stars are not in alignment. you can't see them yet but give it some time.
12:43:14  <reldred> ahhh I think I fixed my disco flicker building
13:00:08  * andythenorth naming ships
13:13:34  <reldred> ahah, so action2s for houses support multiple sprites per tile since like forever
13:13:54  * reldred smacks forehead
13:14:09  <andythenorth> yes :)
13:14:34  <reldred> yeah, trying to figure out how better to handle the Chicago School varients of which there are far too many
13:14:48  <reldred> problem is I received them in already assembled form
13:15:06  <reldred> but I want more variety and to mix and match the larger CS buildings with smaller buildings
13:15:23  <reldred> maybe even get one of the tall deco buildings in there for the available combinations.
13:24:07  <andythenorth> photoshop time?
13:24:21  <reldred> Pretty much
13:24:46  <andythenorth> peter1138: have you fixed my Horse sprite offsets yet? o_O
13:31:50  <reldred> damnit so I'd still have to assemble all of the combinations and make a seperate extended action 2 for them and then randomly choose between those?
13:32:29  <reldred> here I was hoping I could point the building sprite number at a random action2
13:32:39  <reldred> but no it points at the action1
13:42:20  <reldred> could I just make a varact2 that has two valid matche? or would that break the universe?
13:42:35  <reldred> or would only the first match get used?
13:42:57  <andythenorth> I haven't done houses
13:43:07  <andythenorth> is it action 3 -> action 2 -> action 1?
13:43:13  <reldred> Yup
13:43:27  <andythenorth> random varact 2?
13:43:32  <andythenorth> should work
13:43:38  <reldred> yeah
13:43:53  <reldred> that's the point though, I want to layer two buildings on one tile but have each building be determined randomly
13:44:00  <andythenorth> hmm
13:44:16  <andythenorth> so there might be 4 combinations>?
13:44:17  <andythenorth> ?
13:44:22  <reldred> from what I can see though even though I can declare two action1's on an action2 that still means I have to create an action2 for each possible combinations
13:44:47  <reldred> Oh we're talking already 8*16 combinations already in the current setup
13:44:47  <andythenorth> I would expect so
13:45:04  <reldred> with the 8 being 8 seperate action0 buildings.
13:45:14  <andythenorth> combinatorial sprites means combinatorial action 2s iirc
13:45:20  <andythenorth> just automate it all :P
13:45:36  <reldred> oh I'm nowhere near that smart :P
13:47:31  <andythenorth> neither am I :P
13:47:37  <andythenorth> but I automate all the newgrf stuff
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13:54:35  <reldred> yeap just confirmed if you have multiple matches in a varact2 it uses the first match
13:54:54  <reldred> bugger I was hoping I could be a smartarse with that
14:08:27  <snail_UES_> can depots be coded so that they’re covered with snow when needed? like stations?
14:09:44  <reldred> Don't think so
14:10:08  * andythenorth checks GH issues
14:10:44  <andythenorth>
14:10:50  <andythenorth> snail_UES_: ^
14:22:09  <snail_UES_> andythenorth: from MB’s screenshot, I understand it’s possible?
14:25:11  <snail_UES_> but the issue was closed? so the terrain will always be snowless...?
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15:12:01  <andythenorth> looks that way
16:02:37  * andythenorth FIRS
16:02:53  <andythenorth> snail_UES_: done any French wagons yet? o_O
16:03:24  <snail_UES_> andythenorth: the narrow gauge set has been complete for a while now :)
16:03:35  <andythenorth> I mean SG :)
16:03:47  <snail_UES_> hahaha, don’t hold your breath
16:04:06  <snail_UES_> I had started the SG set a few months ago, but then I got the idea of diversifying the NG depots a bit :p
16:04:18  <andythenorth> there's always a distraction :P
16:04:21  * andythenorth has too many
16:04:23  <snail_UES_> and in any case I’ll do the SG steamers first
16:04:28  <snail_UES_> true...
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16:15:14  * andythenorth wonders if we could have a cargo payment multiplier for vehicles
16:15:18  <andythenorth> premium transport
16:40:56  <snail_UES_> andythenorth: a vehicle set can do something similar using cargo aging
16:41:07  <andythenorth> similar yes
16:41:14  <snail_UES_> although the cargo aging function works like a hyperbula… it’s not very effective
16:41:21  <andythenorth> it only works as a nerf
16:41:26  <andythenorth> nerf / malus
16:41:29  <andythenorth> no option for bonus
16:45:00  <snail_UES_> right
16:45:18  <andythenorth> if there was a bonus option would you use it?
16:45:26  <andythenorth> e.g. 1st class pax etc
16:46:10  <snail_UES_> I would. It would be nice to have special refitting options to lower cargo amount, but multiply the revenue by X
16:46:28  <snail_UES_> right now I do this with cargo aging but it has a limited in-game effect
16:46:31  <andythenorth> yes
16:46:45  <andythenorth> transport company should be able to set freight rate :P
16:47:13  <snail_UES_> yep, and this would have an effect on the quantity of cargo available at their stations
16:47:32  <snail_UES_> if you set an astronomical rate, no one shows up at your stations, and so forth
17:11:01  <andythenorth> maybe we should patch for it :P
17:14:42  <Eddi|zuHause> <andythenorth> transport company should be able to set freight rate :P <-- if you also come up with a balancing mechanism?
17:15:03  <andythenorth> my intent is per vehicle type
17:15:10  <andythenorth> not per station or per map
17:15:35  <Eddi|zuHause> i would probably have it per route
17:16:11  <Eddi|zuHause> but you compete with some imaginary hidden company that just sets a price depending on some pathfinder penalty
17:17:01  <andythenorth> Railroad Tycoon 3 had 'invisible movers'
17:17:12  <andythenorth> as a hidden competitor
17:17:40  <Eddi|zuHause> so you can charge higher prices if the hidden company has to cross water or mountains
17:18:03  <Eddi|zuHause> and hidden company reduces prices over time, simulating private motorization
17:18:04  <andythenorth> yes, that's precisely how RT3 did it
17:18:18  <andythenorth> except that rivers and coasts dumped the price
17:18:28  <andythenorth> due to easy water transport
17:18:37  <andythenorth> the implementation was really good
17:18:57  <Eddi|zuHause> effect of rivers could stay constant or drop over time
17:19:08  <andythenorth> I talked to the main dev for RT3 though, and he said it was probably too complex and he slightly regretted it
17:19:18  <Eddi|zuHause> it would also be different if you go along or across the river
17:19:18  <andythenorth> [shrug]
17:19:32  <andythenorth> patch? :)
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17:26:39  <snail_UES_> hidden movers were there since RT1 :)
17:27:07  <snail_UES_> neglected cargo would slowly disappear if left at stations
17:27:51  <snail_UES_> station improvements (livestock pens, cold storage…) could reduce this
17:28:10  <snail_UES_> but it wasn’t as sophisticated as to take into account geographical features
17:29:41  <Eddi|zuHause> andythenorth: the real question is, how do you introduce a balanced feature into a game that is so blatantly unbalanced?
17:29:56  <andythenorth> probably can't :)
17:30:20  <Eddi|zuHause> could make a blog post about it :p
17:30:29  <Eddi|zuHause> did we have a june blog post?
17:32:54  <LordAro> nope
17:36:20  <andythenorth> let's do one now
17:36:28  <andythenorth> only the 29th
17:36:45  <LordAro> almost as if maybe a july post might be more appropriate :p
17:36:52  <LordAro> assuming we actually have anything to talk about
17:37:09  <andythenorth> ?
17:37:51  <andythenorth> recent commits are all translations
17:38:03  <andythenorth> couple of minor bug fixes
17:38:08  <andythenorth>
17:38:20  <LordAro> that's the one
17:38:25  <LordAro> file still needs renaming
17:38:27  <andythenorth> it's summer, commits drop off
17:38:32  <andythenorth> also TB rage quit
17:38:38  <andythenorth> and NRT was a big thing that is done
17:39:25  <andythenorth> there are some pretty solid PRs waiting for review / approval
17:40:06  <LordAro> hmm
17:40:10  <LordAro> i think i'll boot into linux
17:40:19  <LordAro> so i can actually test some of these things
17:41:02  <andythenorth> this is one
17:41:17  <snail_UES_> andythenorth: if there’s time to work on projects, I’d suggesr 6407 :p
17:41:25  <andythenorth> this is another
17:41:46  <andythenorth> 49 PRs queued up :)
17:42:16  <LordAro> many of those are waiting-on-author though
17:42:28  <andythenorth>
17:42:51  <andythenorth> 7441 and 7380 look good to go to me
17:43:03  <andythenorth> 7248 has performance implications that I can't comment on
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17:43:45  <andythenorth> has stalebot died?
17:43:58  <andythenorth> this should have been closed by it
17:45:53  <LordAro> oh no
17:45:56  <LordAro> he's found out
17:54:41  <andythenorth> oof
17:54:42  <andythenorth> yoof
17:57:50  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed pull request #7073: Feature: Generate lock ready rivers upon world generation
17:57:51  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7073: Feature: Generate lock ready rivers upon world generation
17:58:21  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed pull request #7094: Fix #7088: Retrieve an appropriate name for a non-existant AI/GS when displaying a textfile
17:58:22  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7094: Fix #7088: Retrieve an appropriate name for a non-existant AI/GS when displaying a textfile
17:58:31  <LordAro> oh no
17:58:38  <andythenorth> just a couple
17:58:45  <andythenorth> keeps my eye in
17:58:54  <andythenorth> they won't be missed
17:59:02  <LordAro> probably not those, no
17:59:17  <LordAro> is 7088 still open?
18:00:29  <Eddi|zuHause> hm... the steam wishlist is annoying... it doesn't remember me setting it to compact mode
18:01:34  <LordAro> ooh, lots of new warnings when compiling with gcc9
18:04:32  <andythenorth> ouch
18:05:29  <andythenorth> this was unexpected
18:05:40  <LordAro> :<
18:05:46  <LordAro> stop breaking the game!
18:05:56  <Eddi|zuHause> backtrace or it didn't happen
18:06:19  <andythenorth> that's reproducible it seems
18:06:36  <Eddi|zuHause> probably a missing or surplus parameter
18:07:06  <andythenorth> I suspect FIRS
18:07:30  <Eddi|zuHause> don't suspect things
18:08:33  <andythenorth>
18:08:45  <andythenorth> I guess I need the debugger?
18:08:49  <andythenorth> it's reproducible
18:09:07  <Eddi|zuHause> that's not really helping
18:09:14  <Eddi|zuHause> yes, debugger would work
18:09:25  <Eddi|zuHause> question here is, which string triggers this
18:11:25  <andythenorth>
18:11:43  <Eddi|zuHause> did you compile without debug again
18:12:06  <andythenorth> yes, I turned debug off, it appears to dump performance :P
18:12:11  <andythenorth> 2 mins
18:12:34  <Eddi|zuHause> there's different debug levels, each one disabling more and more optimizations
18:12:48  <Eddi|zuHause> 1,2 and 3
18:13:56  <Eddi|zuHause> with less optimizations it's slower, but you can better follow the original code
18:14:09  * andythenorth wonders why debug_level isn't documented as a configure option anywhere online
18:14:29  <andythenorth> --help will do
18:14:32  <Eddi|zuHause> --enable-debug=blah
18:14:44  <Eddi|zuHause> probably
18:14:54  <andythenorth> yes
18:15:00  <andythenorth> --help has it
18:15:49  <andythenorth> all is well
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18:20:08  <Eddi|zuHause> <-- i can't make sense of this switch, is that leftover from not-16-in-out?
18:20:35  <andythenorth> where does it originate?
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18:21:03  <Eddi|zuHause> the GetIndustryString function in src/industry_gui.cpp
18:23:10  <Eddi|zuHause> also, how do i get rid of a commit i actually commited to master instead of a branch?
18:25:05  <andythenorth> probably interactive rebase
18:25:50  <andythenorth>
18:26:04  <Eddi|zuHause> also, anyone review before it gets stalebotted?
18:26:21  <LordAro> Eddi|zuHause: reset --soft HEAD~1, probably
18:29:14  <Eddi|zuHause> something like that seemed to work
18:32:56  <Eddi|zuHause> andythenorth: i'm fairly sure this is a missed sideeffect from 16-in-out
18:33:24  <andythenorth> should I inspect any frames?
18:34:25  <LordAro> backtrace is probably enough
18:35:15  <Eddi|zuHause> andythenorth: it's trying to push 20 things to the text stack, which seems to blow it up
18:35:47  <andythenorth> that's interesting
18:36:14  <Eddi|zuHause> StringParameters _global_string_params(_global_string_params_data, 20, _global_string_params_type); <-- 20 is the hardcoded limit
18:36:31  <andythenorth> wonder what I've done in FIRS
18:36:36  <andythenorth> and why it didn't trigger until now
18:38:07  <Eddi|zuHause> probably you added enough input/output things to trigger this
18:38:56  <andythenorth> possible I didn't try to use the industry directory previously
18:39:33  <Eddi|zuHause> that's of course also possible
18:40:29  <Eddi|zuHause> andythenorth: as a workaround you can increase that number in the strings.cpp line i quoted, but there should probably be a proper fix
18:41:18  <Eddi|zuHause> there's some more 20s that probably need to change
18:53:56  <LordAro> good ol magic numbers
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19:06:59  <andythenorth> probably needs an issue opened?
19:07:38  <LordAro> probably
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19:15:16  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro opened pull request #7630: Fix warnings from GCC9
19:15:25  <LordAro> i got distracted from reviewing PRs
19:18:24  <DorpsGek_II> [OpenTTD/CompileFarm] LordAro commented on pull request #36: Fix: always upgrade vcpkg.exe
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19:37:06  <DorpsGek_II> [OpenTTD/CompileFarm] glx22 commented on pull request #36: Fix: always upgrade vcpkg.exe
19:45:09  <andythenorth> I'll file an issue for the text stack later :)
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19:57:14  <DorpsGek_II> [OpenTTD/CompileFarm] LordAro opened pull request #37: Add: clang-3.9 Docker image
19:58:40  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro updated pull request #7630: Fix warnings from GCC9
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20:57:41  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro updated pull request #7630: Fix warnings from GCC9
20:58:36  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7630: Fix warnings from GCC9
21:00:10  <andythenorth> this text stack issue occurs in a patched OpenTTD
21:00:25  <andythenorth> do I need to repro it in master?
21:00:30  <LordAro> ideally yes
21:00:40  <LordAro> but probably not essential
21:00:52  <Eddi|zuHause> depends on the nature of the patch, mostly
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21:02:42  <glx> LordAro: clang-3.9 image creation fails
21:03:51  <LordAro> aw
21:04:20  <LordAro> what did i do wrong? the package is definitely supposed to exist
21:04:36  <glx> I don't really understand the error
21:05:05  <LordAro> oh, i see
21:05:12  <LordAro> that error is not very helpful though
21:05:35  <LordAro> clang's package is 1:3.8-36
21:05:45  <LordAro> clang-3.9's package is 1:3.9.1-9
21:06:17  <glx> oh
21:06:31  <LordAro> gimme a sec, is an easy fix
21:06:48  <Eddi|zuHause> just turn 3.9-* into 3.9*?
21:06:55  <LordAro> more or less, yes
21:07:01  <LordAro> not sure why it's listing a version like that anyway
21:07:03  <glx> it's 1:3.8.1-24
21:07:16  <LordAro> that's the clang-3.8 package
21:07:20  <LordAro> not the clang package :)
21:07:30  <glx> oh they do silly things
21:08:09  <Eddi|zuHause> it'll now do weird things on 3.90 :)
21:09:06  <DorpsGek_II> [OpenTTD/CompileFarm] LordAro updated pull request #37: Add: clang-3.9 Docker image
21:09:16  <LordAro> only if they for some reason name the package clang-3.9 :p
21:09:27  <Eddi|zuHause> :)
21:09:31  <LordAro> and if they somehow completely redid their version numbers
21:09:36  <LordAro> clang 8.0 is latest
21:09:57  <Eddi|zuHause> is there a reason we use the oldest possible one?
21:10:29  <Eddi|zuHause> (probably libc?)
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21:10:37  <LordAro> no, just what comes with debian stable
21:10:45  <LordAro> so maximum number of people can compile
21:11:02  <LordAro> if we wanted maximum compatibility at *runtime*, we'd need an older libc indeed
21:11:12  <LordAro> (and would probably compile on centos5 or 6)
21:11:48  <glx> runtime is limited by icu too ;)
21:12:28  <Eddi|zuHause> glx: that's probably better included as static link?
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21:13:37  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth opened issue #7631: Assert when opening industry directory
21:14:17  <LordAro> it'd be linked statically as well
21:14:19  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #7631: Assert when opening industry directory
21:14:19  <glx> anyway clang is used only for CI
21:14:27  <LordAro> but you don't link libc statically ever
21:14:32  <LordAro> (nearly)
21:14:43  <glx> releases are built for ubuntu and debian only currently
21:15:03  <glx> and no static version
21:15:17  <LordAro> there's an issue about it somewhere :p
21:15:28  <andythenorth> can't paste an lldb stacktrace into github :(
21:15:31  <andythenorth> FFS
21:16:30  <andythenorth> sorted
21:17:39  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #7631: Assert when opening industry directory
21:21:27  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
21:21:58  <LordAro> andythenorth: ```\nfoobar\n``` for multiline codeblocks
21:22:48  <LordAro> i've fixed it for you
21:23:00  <andythenorth> much better thanks
21:29:02  <LordAro> andythenorth: does firs have an industry that produces 5 (or more) cargoes?
21:29:21  <LordAro> that will cause the 20 limit to be exceeded
21:29:39  <andythenorth> yes
21:29:48  <andythenorth> there is a Bulk Terminal producing 5
21:30:06  <LordAro> that'll be it then
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21:32:02  <glx> oh it's a nice class around global data
21:32:55  <LordAro> that function's very weird anyway - it sets up all the parameters for 1 of 3 strings, but none of them have more than 7 parameters
21:33:03  <LordAro> unless i'm misunderstanding how SetDParam works
21:33:36  <LordAro> ..which would make sense, given the previous maximum was 2 produced cargoes
21:34:50  <LordAro> quick and dirty fix would be to replace 'lengthof(i->produced_cargo)' with '2' in the 2 for loops inside GetIndustryString
21:34:58  <LordAro> i'll write this down
21:39:32  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #7631: Assert when opening industry directory
21:44:37  <glx> other option is to increase array size
21:45:11  <glx> looks like only 3 lines need to be touched
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21:47:57  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro requested changes for pull request #7441: Feature: Per-group wagon removal flag
21:50:51  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7380: Feature: Multi-tile docks.
21:54:26  <andythenorth> hurrah
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22:07:26  <andythenorth> bed :)
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22:22:02  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on issue #7631: Assert when opening industry directory
22:28:18  <Eddi|zuHause> ... probably needs to zoom out one more level to see how to refactor it
22:28:51  <Eddi|zuHause> ... "unrelated"... we could finally turn the text stack into an actual stack maybe? :p
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