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00:10:48 *** Thedarkb has joined #openttd 00:16:34 <Eddi|zuHause> someone should have finished #7000 00:18:00 <LordAro> *someone* 01:11:18 <Eddi|zuHause> LordAro: should a released feature contain the word "experimental"? 01:28:06 *** Thedarkb has quit IRC 01:42:12 *** Flygon has joined #openttd 02:08:05 *** D-HUND has joined #openttd 02:11:27 *** debdog has quit IRC 02:17:26 *** Wormnest has quit IRC 02:32:19 *** glx has quit IRC 04:35:31 *** Heiki has joined #openttd 04:48:27 *** HerzogDeXtEr has quit IRC 05:56:25 *** WormnestAndroid has quit IRC 06:10:27 *** WormnestAndroid has joined #openttd 06:25:12 *** andythenorth has joined #openttd 06:27:39 <andythenorth> moin 06:47:31 *** nielsm has joined #openttd 06:48:11 <nielsm> morning 06:52:02 <andythenorth> o/ 06:55:27 *** sla_ro|master has joined #openttd 07:20:21 * andythenorth so much shipping container variety 07:21:31 <andythenorth> much automation incoming :P 07:39:45 <nielsm> hmm shouldn't there be a "game ends and highscore is recorded" setting that lets you configure either "100 years after starting year" or a specific year? 07:40:23 <nielsm> (that's a suggestion not a question) 07:40:49 *** raizumaraiz has joined #openttd 07:41:01 <nielsm> and if you set the ending year to something before the actual start year there just isn't an end condition 07:41:19 <andythenorth> I do find the highscore screen weird when it appears 07:41:23 <andythenorth> it's very arbitrary 07:41:24 <nielsm> or I suppose there could also be an explicit "never" setting 07:44:16 <andythenorth> 100 years after game start makes most sense to me :P 07:44:28 <nielsm> yeah that should be the default 07:44:54 <andythenorth> I'm not sure it needs to be better than that 07:44:56 <nielsm> TTO also ran 1930-2030 07:45:04 <andythenorth> it's not like the high-score system is actually valid :) 07:45:13 <nielsm> well maybe you want to run a game from 1840 to 2040 07:45:15 <andythenorth> I did win it once, using the known exploits 07:45:32 <andythenorth> my 9 year old keeps asking when we're going to fix it :P 07:45:59 <nielsm> well I also have the WIP still-in-ideas-phase patch for making the score calculation controlled by GS 07:46:32 <andythenorth> high-score-script :D 07:47:01 <nielsm> it could allow for some much more interesting scoring options :) 07:47:07 <nielsm> like variety of trains used :P 07:47:24 <nielsm> quality of industry service provided 07:47:52 <andythenorth> achievements unlocked :P 07:48:06 <andythenorth> does it merge high score and story book? 07:48:06 <LordAro> Eddi|zuHause: maybe not, but that is ultimately what it is 07:48:16 <andythenorth> or are they separate concerns? 07:48:43 <nielsm> they'd still be separate concerns 07:48:48 * andythenorth did make some commits to Busy Bee GS, but GS is really hard to work with 07:48:59 <andythenorth> which is probably why we have very few 07:49:01 <nielsm> but does the storybook have a "progress bar" element? if not perhaps it should 07:49:40 <nielsm> perhaps even an element that mirrors a scoring part 07:51:00 * andythenorth looks what was hard 07:51:58 <andythenorth> oh yes, I remember 07:52:05 <andythenorth> "andythenorth is not a programmer" :P 07:52:42 <andythenorth> that was the limiting factor 07:55:05 *** Maarten has quit IRC 07:55:09 *** Maarten has joined #openttd 07:55:14 *** Progman has joined #openttd 08:20:43 <nielsm> pondering how to test https://github.com/OpenTTD/OpenTTD/pull/7701 08:21:09 <nielsm> set up an AI that just runs the same (cheap/free) command on a loop? 08:21:28 <nielsm> tight loop 08:21:49 <LordAro> #7188 is the original issue 08:21:53 <nielsm> yes 08:21:58 <LordAro> samu probably knows how to reproduce it :p 08:22:24 <nielsm> the original report seems to be "sometimes this happens when reloading an ai" 08:25:05 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh approved pull request #7720: Add: [DorpsGek] also announce comments on commits https://git.io/fjjHB 08:26:37 <nielsm> need to reboot for a visual studio update >_> 08:26:41 *** nielsm has quit IRC 08:28:59 *** nielsm has joined #openttd 08:29:15 <nielsm> at least rebooting is relatively quick 08:37:00 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7720: Add: [DorpsGek] also announce comments on commits https://git.io/fjhdC 08:38:42 *** Samu has joined #openttd 08:43:24 <Samu> hmm i'm trying to understand why do I build more mail routes than pass routes 08:48:34 <LordAro> ah, Samu 08:48:53 <LordAro> can you provide a list of steps to reproduce #7188? 08:49:52 <Samu> ok 08:49:55 <Samu> let me see 08:50:47 <LordAro> hmm, you did write a list on the original issue 08:51:04 <LordAro> nielsm: have you tried those steps? 08:52:00 <nielsm> LordAro they seem pretty "do this and pray it triggers the bug" as it's somewhat a race condition 08:52:11 <LordAro> mm 08:52:46 <nielsm> I'm thinking if the diagnosis is right, that it's an AI getting reloaded while waiting for a command return, and the command return then being delivered to a different instance, you can make an AI that triggers it reliably on every reload 08:52:56 <nielsm> if you just make the AI a tight loop of commands 08:53:21 <Samu> oh, i can't test network stuff here anymore 08:53:45 <Samu> it's a bug with the reload, only happens in network games 08:54:37 <Samu> anymore* = anyway 08:54:56 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on pull request #7719: Add: Allow GameScript to demolish without a company https://git.io/fjjHy 08:55:49 <Samu> best way to cause it is to have many AIs running, very fast speed and 250k max ops 08:56:52 <Samu> hit reload 08:56:58 <Samu> until it happens :o 08:57:34 <Samu> nielsm description is correct 08:58:06 <Samu> it's cause the commands were delayed by the network by a frame 09:05:24 <Samu> the answer to the command of the previous instance goes to the new instance, causing the crash 09:15:24 <nielsm> hmm... just doing commands in a tight loop doesn't seem to trigger it 09:15:42 <nielsm> (and then reloading it while it's running) 09:16:43 <nielsm> https://0x0.st/zJjE.mp4 here's the AI having fun 09:25:42 <Samu> how many ais are running there? 09:25:51 <Samu> just 1? 09:25:55 <nielsm> one, and it shouldn't matter how many 09:26:09 <Samu> it matters 09:26:21 <nielsm> not by the issue description 09:26:35 *** HerzogDeXtEr has joined #openttd 09:26:39 *** raizumaraiz has quit IRC 09:26:42 <Samu> it's about queueing of network commands 09:26:44 <nielsm> whether an AI can execute a command and will have to wait until next tick for the result is not affected by number of active AIs 09:26:58 <Samu> needs more stuff to be queued to crash 09:27:23 <nielsm> every company has a queue length of exactly one 09:27:44 <nielsm> and every tick the server executes every command received 09:28:11 <Samu> it sometimes is delayed by 1 more tick, it's when that happens that it can cause the crash 09:29:11 <Samu> or am I seeing this wrong? 09:29:15 <nielsm> yes 09:29:29 <Samu> but you're not getting the crash :( 09:29:31 <nielsm> commands are executed at most one per company per tick 09:29:57 <nielsm> AI scripts are suspended when they submit a command and wait for the command to complete 09:30:09 <nielsm> they can't "batch" commands 09:30:35 <Samu> try more AIs 09:30:47 <nielsm> I have a game with max right now 09:31:02 <Samu> i don't even see you hitting the reload button 09:31:03 <nielsm> max ops 100,000 (hundred thousand) 09:31:12 <nielsm> not in that video no 09:31:23 <nielsm> because that was just to show how silly my test AI was 09:32:23 <nielsm> https://0x0.st/zJjG.mp4 09:32:32 <nielsm> that's what you're suggestion to repro, right? 09:33:19 <Samu> click reload incessantly 09:33:36 <Samu> not quite like that 09:33:58 <Samu> let me see if i can cause a crash here 09:34:02 <Samu> without a client 09:34:16 <nielsm> okay after several hundred clicks on reload it did trigger 09:34:37 <nielsm> the game was basically unresponsive from AIs doing their initial setup 09:35:07 <nielsm> it's not a good way to repro an issue, I want a reliable way to repro it 09:35:15 <nielsm> one that triggers on first try every time 09:36:33 <nielsm> otherwise you're in the situation "well couldn't repro it again" and it was purely by chance, not because the attempted fix actually worked 09:39:01 <Samu> that's the bug I was reporting :) 09:39:59 <Samu> can't reliably reproduce it :( 09:40:14 <Samu> but it's how it can happen 09:43:04 <Samu> i'm about 85% certain it's related to frame frequency, something about network frames being delayed 09:43:13 <Samu> can't verify here :( 09:45:53 <Samu> the company is cleared, but the commands that are queued aren't 09:46:12 <Samu> queued or delayed, whatever it is 09:46:14 <nielsm> "the commands" is your misunderstanding 09:46:17 <nielsm> there is never more than one 09:47:24 <Samu> I'm not sure 09:47:30 <Samu> I think there can be 09:51:01 <Samu> gameloop can process the next tick while network_frame can be delayed 09:51:11 <Samu> i need to find it in the code, brb 09:56:23 <Samu> NetworkExecuteLocalCommandQueue is right before StateGameLoop 09:57:27 <nielsm> each company can have submitted at most one command per tick 09:57:51 <nielsm> and each client can only proceed to next tick once it has received confirmation from the server about the last one finishing 09:58:03 <nielsm> (I'm pretty sure) 09:58:57 <nielsm> anyway the bug reproduces using your steps _without_ having a second client connected 09:59:01 <nielsm> it's enough having just the server 10:05:40 <Samu> #7188 was reporting two other bugs 10:05:49 <Samu> not this one 10:05:58 <Samu> but it's related 10:06:41 <Samu> I remember one of them was fixed 10:07:07 <Samu> better re-read 7188, brb 10:08:03 <Samu> ya, it's #7190 that should be mentioned 10:09:06 <Samu> ah nvm 10:09:11 <Samu> it's back to 7188 10:09:12 <nielsm> #7190 is not a bug report it's a PR 10:09:35 <Samu> you're right 10:10:04 <Samu> server crash reported in 7188 is the reload crash 10:10:25 <nielsm> quality of bug report: https://i.imgur.com/NOLCbfn.png 10:10:47 <Samu> hah 10:11:22 <Samu> glx should know more about the issue 10:11:33 <Samu> he proposed a fix 10:11:46 <nielsm> yes, his fix looks very correct 10:12:05 <nielsm> I'm trying to figure out a way to reliably reproduce the assert so the fix can be reliably tested 10:13:26 <Samu> I also proposed a bad fix 10:13:34 <Samu> should be closed 10:14:14 <Samu> the new instance is receiving the callback 10:14:26 <Samu> that was issued by the bankrupted instance 10:14:44 <Samu> because.. bla bla network packets delayed etc.. 10:15:18 <Samu> _local_wait_queue or _local_execution_queue, it's one of them 10:15:21 <nielsm> it can reproduce with only a server, no clients needed 10:15:26 <Samu> that gets delayed 10:15:35 <nielsm> no delays on network because there is no network transmission involved 10:23:03 *** frosch123 has joined #openttd 10:31:58 *** WormnestAndroid has quit IRC 10:46:28 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7723: Prepare for release 1.9.3 https://git.io/fjjwk 10:56:08 *** WormnestAndroid has joined #openttd 11:14:16 *** raizumaraiz has joined #openttd 11:24:08 <michi_cc> nielsm: Did you try a higher frame_freq setting to get more command delay? 11:27:35 <nielsm> hm I don't know that setting 11:29:42 <nielsm> but does it affect AI players? 11:29:56 <nielsm> don't those run in lock-step with the server? 11:32:37 <michi_cc> Not sure actually if frame_freq just delays on sending to the clients or already at the execution stage. 11:34:09 <nielsm> all of this would be easier to understand if AIs were handled as separate clients running as their own threads or processes :/ 11:37:17 <Eddi|zuHause> that would involve them running a copy of the game, with full simulation? 11:37:30 <nielsm> I guess so, yes 11:38:03 <Eddi|zuHause> while that would make for a cleaner interface, it has some serious performance impact... 11:38:17 <nielsm> unless some fancy CoW of the game state with the server could be set up 11:38:21 <nielsm> but that would be fragile too 11:41:55 <Eddi|zuHause> but, have i understood this core issue right, that we're dealing with data that is not properly cleared on restart, and gets sent to an AI that was not expecting any data? 11:42:54 <nielsm> the engine attempts to resume an AI that was not suspended, because the AI that previously occupied its slot had submitted a command and was waiting for the result, but was then terminated/restarted in the meantime 11:42:58 <nielsm> so yes 11:43:58 <nielsm> glx's fix looks entirely correct, but I stubbornly want a way to reliably reproduce the issue :) 11:44:01 <Eddi|zuHause> well, two obvious approaches to that problem would be: actually clear the data properly, or add some instance-ID, so the data gets sent nowhere 11:44:25 <andythenorth> all the local cats have adopted my hot tub 11:44:30 <andythenorth> on it, not in it :P 11:45:27 <Eddi|zuHause> cats prefer places that are elevated and warm 11:45:35 <frosch123> nielsm: use a gs that pauses the game and runs a command that is forbidden in pause 11:45:59 <frosch123> that deadlocks the gs forever, waiting for the command to finish 11:46:34 <Eddi|zuHause> frosch123: that sounds wrong, that command should return with a failure? 11:46:35 <nielsm> cool 11:46:39 <nielsm> but a separate issue :D 11:46:46 <andythenorth> hmm intermodal containers aren't 'vehicles', right? :P 11:46:55 * andythenorth organising filesystem 11:47:00 <Eddi|zuHause> andythenorth: not currently :p 11:47:01 <frosch123> weren't you looking for a method to make the gs hang in suspended state? 11:48:17 <nielsm> no? 11:48:39 <frosch123> Eddi|zuHause: feel free to make a PR for #5283 11:49:05 <nielsm> more like looking for a reliably way to catch an AI with one leg through the door to the next tick and then getting reloaded 11:50:30 <Eddi|zuHause> nielsm: have the AI make some debug output right before the command? 11:50:44 <nielsm> hmm maybe 11:51:59 <frosch123> Eddi|zuHause: it is even labeled as "good first issue" 11:52:23 <Eddi|zuHause> frosch123: too bad it's not my first issue 11:57:02 <andythenorth> intermodal_container_combos is quite a chunky variable name :P 11:59:49 <andythenorth> iso_box_combos? :P 12:01:40 <Eddi|zuHause> sounds like you have a "wrong" approach to naming things 12:01:49 <andythenorth> probably 12:01:57 <andythenorth> I tend to name them what they are :P 12:02:17 <andythenorth> I did have an employee who named things 'a', 'b' etc, for optimisation 12:02:36 <Eddi|zuHause> that's what an obfuscator is for 12:08:43 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on pull request #7681: Fix: clang and MSVC warnings https://git.io/fjj5H 12:10:26 * andythenorth back to making long variables :P 12:15:26 <michi_cc> andythenorth: Could you check/commit my comment on #7721 please? You shouldn't notice any difference (unless I made a mistake), it's just for old OSX versions which I'd like to keep compatible where possible without undue effort. 12:15:35 <andythenorth> sure 12:16:30 <michi_cc> Other than that, it seems sRGB is the winner (i.e. what the current PR does)? 12:16:43 <DorpsGek_III> [OpenTTD/OpenTTD] andythenorth updated pull request #7721: Fix: change Quartz driver colorSpace handling to address certain macO… https://git.io/fjhNm 12:16:52 <andythenorth> the sRGB looks very wrong on my screen 12:17:03 <andythenorth> but it seems about 50:50 that other OSes do the same 'wrong' 12:17:14 <nielsm> I suspect that has to do with calibration 12:17:35 <andythenorth> colour handling is a nest of variations 12:17:49 <andythenorth> so many factors 12:18:10 <andythenorth> I committed that change, do I need to squash a commit now? 12:18:12 * andythenorth looks 12:18:29 <nielsm> we can squash it during merge 12:21:04 <andythenorth> afaict, my opinion is irrelevant 12:21:22 <andythenorth> there is only one RGB colorspace available according to Apple 12:22:34 <nielsm> basically sRGB "must" be correct, since it was designed to be a standardisation of what displays and RAMDACs were already doing 12:23:55 <andythenorth> I guess over time I'll get used to it 12:23:59 <andythenorth> it's really washed out though 12:25:02 <andythenorth> kCGColorSpaceGenericRGB is no better 12:25:08 <nielsm> but then screenshots aren't really the way to compare either, I think, you'd need photos of two displays side by side 12:25:28 <nielsm> the GenericRGB seems to be wrong gamma 12:25:57 <andythenorth> I am side-by-siding master and the patch 12:26:17 <andythenorth> trying to get it to appear same on different screens is boiling the ocean :) 12:27:31 <DorpsGek_III> [OpenTTD/OpenTTD] andythenorth commented on issue #7644: Mysteriously poor performance on macOS https://git.io/fjii3 12:28:47 <andythenorth> setting kCGColorSpaceDisplayP3 works for me 12:28:53 <andythenorth> https://developer.apple.com/documentation/coregraphics/kcgcolorspacedisplayp3?language=objc 12:29:36 <nielsm> make it a setting on the video driver? :/ 12:30:13 <nielsm> "video=cocoa:cs=srgb" "video=cocoa:cs=p3" "video=cocoa:cs=generic" 12:30:23 <DorpsGek_III> [OpenTTD/OpenTTD] andythenorth commented on issue #7644: Mysteriously poor performance on macOS https://git.io/fjii3 12:30:38 <andythenorth> screenshots ^ :P 12:30:51 *** supermop_Home_ has joined #openttd 12:32:29 <andythenorth> meh 12:32:47 <andythenorth> kCGColorSpaceDisplayP3 is much slower 12:33:47 <andythenorth> I could reset the DOS palette, and write a transform to move all base set sprites? 12:57:17 *** kiwitree has joined #openttd 12:58:02 <milek7> what happens when you take screenshot of P3 on mac? does it get correctly converted to sRGB for png image? 13:13:34 <andythenorth> unknown 13:14:53 <andythenorth> the embedded color profile in the PNG is P3 13:15:20 <andythenorth> but comparing across systems via screenshot is...problematic 14:02:18 *** Wormnest has joined #openttd 14:24:21 *** snail_UES_ has joined #openttd 14:34:25 *** sla_ro|master has quit IRC 14:53:17 *** andythenorth has quit IRC 15:10:48 *** WormnestAndroid has quit IRC 15:11:46 *** WormnestAndroid has joined #openttd 15:13:22 *** Flygon has quit IRC 15:13:50 *** Wormnest has quit IRC 15:17:52 <supermop_Home_> I guess I should stop listening to house music from 1997 and go do something with my day 15:19:48 *** WormnestAndroid has quit IRC 15:20:18 <Samu> supermop_Home_: https://www.youtube.com/watch?v=JNYqrQWlwlI 15:20:22 *** WormnestAndroid has joined #openttd 15:22:09 *** raizumaraiz has quit IRC 15:24:16 <Samu> or just this: Leftfield Song of Life Lemon Interupt Mix 15:29:34 *** glx has joined #openttd 15:29:34 *** ChanServ sets mode: +v glx 15:32:25 <supermop_Home_> i was listening to Ecuador! by sash 15:32:28 *** WormnestAndroid has quit IRC 15:34:37 *** WormnestAndroid has joined #openttd 15:35:56 <Samu> almost 15:36:13 <Samu> Sasha is not Sash i think 15:38:45 <Samu> nop, Sasha is a DJ from UK 15:38:52 <Samu> Sash! is from GER 15:41:48 *** andythenorth has joined #openttd 15:43:02 <Samu> by Sash! I like Encore Une Fois, Adelante 15:45:35 <Samu> supermop_Home_: https://www.youtube.com/watch?v=WGmo3Wpuv7w 15:46:54 <Samu> supermop_Home_: https://www.youtube.com/watch?v=aX_Ip26Y4nQ 15:48:25 <andythenorth> ha, I need to write my own spritesorter :D 15:48:29 <andythenorth> usually I cheat and use masks 15:48:35 <andythenorth> this will be an adventure 15:49:08 <nielsm> hmm https://developer.apple.com/documentation/appkit/nscolorspace?language=objc 15:49:33 <andythenorth> we going to write our own? o_O 15:49:37 <nielsm> there's also a deviceRGBColorSpace and extendedSRGBColorSpace 15:50:15 <andythenorth> it's puzzling why some of the included spaces have the performance issue, and some don't 15:50:41 <andythenorth> many guesses are possible, maybe some are hardware accelerated and some are not :P 15:53:26 *** Wormnest has joined #openttd 15:56:17 <nielsm> andythenorth: try commenting out the CGColorSpaceCreateWithName line entirely, so the QZ_GetCorrectColorSpace function drops down to the CGColorSpaceCreateDeviceRGB line instead 15:56:37 <andythenorth> ok let's see 15:56:38 <nielsm> since CGColorSpaceCreateDeviceRGB specifies that it makes a colorspace that does zero conversions 15:56:54 <nielsm> just sends the pixel data as-supplied to the display 15:58:44 <nielsm> and I really have a suspicion that's exactly what we want 15:58:57 *** andythenorth is now known as Guest2021 15:59:17 *** andythenorth has joined #openttd 15:59:21 <andythenorth> ha ha 15:59:26 <andythenorth> I commented out the entire conditional check 15:59:32 <andythenorth> and the compile killed my mac dead 15:59:35 <andythenorth> that's unexpected 16:00:35 <nielsm> o_o 16:01:00 <nielsm> as in, just running 'make' killed it? 16:01:11 <andythenorth> as in, I use 'make run' 16:01:18 <andythenorth> and when it ran, the mac turned off 16:01:22 <nielsm> brutal 16:01:23 <andythenorth> spectacular 16:01:58 *** andythenorth has quit IRC 16:02:12 <nielsm> you could also replace the NULL initialisation on line 111 with a CGColorSpaceCreateDeviceRGB() call 16:02:24 *** andythenorth has joined #openttd 16:02:28 <nielsm> you could also replace the NULL initialisation on line 111 with a CGColorSpaceCreateDeviceRGB() call 16:02:40 <andythenorth> I just tried running it again :D 16:02:45 <michi_cc> Hmm, so getting Windows to render the output as sRGB is easy, but if using 32bpp output, my frame output time jumps from <1ms to 25ms. It is much better when using real 8bpp output. 16:02:47 <andythenorth> didn't turn off, but kicked my user 16:03:31 <nielsm> michi_cc lol 16:03:39 <LordAro> istr there's some code somewhere to force blitter type for OSX, has that been considered? 16:03:59 <nielsm> LordAro that won't really help I think 16:04:07 <michi_cc> LordAro: On anyting recent, its 32bpp or black. 16:04:24 <LordAro> yeah, i think it was forcing to a 32bpp blitter 16:04:28 <nielsm> and the sustainable solution is probably still to use opengl/metal/whatever 16:04:32 <andythenorth> "sessionlogoutd[1224]: DEAD_PROCESS: 99 console" looks suspicious 16:04:41 *** Guest2021 has quit IRC 16:04:42 <andythenorth> and then it seems to overwhelm the event logger 16:04:49 <LordAro> nielsm: i think you're probably right 16:04:55 <LordAro> michi_cc: how far did your branch get? :p 16:04:57 <andythenorth> "diagnosticd[831]: Stream client PID: 816 - Dropped 5263 of 1012151 messages because streaming client could not keep up with the datastream." 16:05:02 <andythenorth> this is lolz 16:05:11 <nielsm> how cursed is that code 16:05:32 <andythenorth> that's the most cursed I've ever seen 16:06:08 <michi_cc> LordAro: https://github.com/michicc/OpenTTD/commits/opengl work great on my Windows systems (didn't work for peter apparently) and is not implemented for Linux/OSX. 16:06:19 <andythenorth> so the trigger is no setting the colorspace 16:06:44 <andythenorth> L117 16:06:55 *** kiwitree has quit IRC 16:08:31 <andythenorth> the log is quite interesting 16:10:13 <andythenorth> hmm, I need to restart, the crash handling has crashed and is very unhappy 16:10:29 *** andythenorth has quit IRC 16:12:16 <nielsm> so while everyone's gathered, does anyone have anything against making a 1.9.3 release, and/or the changeset I'm suggesting? 16:13:12 <LordAro> i don't, no 16:13:12 *** andythenorth has joined #openttd 16:13:23 <glx> no objections from me 16:13:47 <nielsm> glx: that script command handling patch, do you have any better test case for it? 16:14:06 <glx> not really 16:14:17 <nielsm> :s 16:14:25 <glx> I think it's more easy if the server is very slow 16:15:13 <glx> maybe using a 2048² map with many vehicles 16:15:24 <LordAro> Samu does like those sort of maps 16:16:31 <glx> it's really related to the time taken by a tick 16:16:51 <glx> as the callback is called 1 tick after the command 16:17:07 <glx> IIRC 16:22:50 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh approved pull request #7701: Fix #7188: check the validity of command callback for scripts https://git.io/fjjNx 16:30:00 *** snail_UES_ has quit IRC 16:37:04 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7701: Fix #7188: check the validity of command callback for scripts https://git.io/fjFqb 16:40:42 *** thexa4 has joined #openttd 16:41:57 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7681: Fix: clang and MSVC warnings https://git.io/fjjAm 16:42:44 <nielsm> hmm I think we should maybe not have merged #7701 actually 16:42:56 <nielsm> it seems most AIs just get stuck now 16:43:52 <LordAro> ha. 16:44:09 <nielsm> that's what I get for approving a patch without testing it 16:44:11 <nielsm> "looks right" 16:44:12 <nielsm> :s 16:44:29 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7681: Fix: clang and MSVC warnings https://git.io/fjjAG 16:49:52 <nielsm> huh, but if the AIs stop executing at some point how come the regression tests complete then 16:51:00 <nielsm> because they run in singleplayer maybe? 16:51:06 <glx> regression is singleplayer 16:55:29 <DorpsGek_III> [OpenTTD/OpenTTD] michicc opened pull request #7724: [Win32] Use sRGB for grahpics output. https://git.io/fjjA8 16:55:50 <LordAro> glx: mind if i fixup the ClientID stuff for #7681 ? 16:55:53 <michi_cc> ^^ For the record, unless somebody has some performance insight. 16:56:20 <glx> feel free LordAro 17:07:52 <nielsm> dbg: [script] SetLastCommand company=01 tile=000000 p1=00000000 p2=00000000 cmd=102 17:07:52 <nielsm> dbg: [script] CheckLastCommand company=01 tile=000000 p1=00000000 p2=00000000 cmd=358 17:07:54 <glx> ok I see what's wrong in #7701 17:08:04 <nielsm> okay becuase I don't yet :D 17:08:07 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #7681: Fix: clang and MSVC warnings https://git.io/fjHML 17:08:08 <glx> I forgot flags could be added 17:08:30 <nielsm> ah the cmd value includes flags 17:08:41 <nielsm> ? 17:09:33 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on pull request #7681: Fix: clang and MSVC warnings https://git.io/fjjAw 17:10:46 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7681: Fix: clang and MSVC warnings https://git.io/fjjAK 17:11:40 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7681: Fix: clang and MSVC warnings https://git.io/fjjA6 17:11:48 *** Wormnest has quit IRC 17:14:39 <glx> seems to be CMD_DEITY 17:16:03 <glx> but I fail to see where it's added yet 17:17:10 <nielsm> https://github.com/OpenTTD/OpenTTD/compare/master...nielsmh:fix-b3fd7879?expand=1 17:17:13 <nielsm> my suggestion 17:17:14 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on pull request #7681: Fix: clang and MSVC warnings https://git.io/fjjAM 17:17:33 <nielsm> maybe the debug level should be increased on those prints 17:17:39 <nielsm> it's extremely spammy :) 17:17:58 <LordAro> ah crap, i broke the PR 17:20:31 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #7681: Fix: clang and MSVC warnings https://git.io/fjHML 17:20:59 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7681: Fix: clang and MSVC warnings https://git.io/fjjAy 17:21:11 <LordAro> glx: i also have a branch called 'warnings' :) 17:21:25 *** gelignite has joined #openttd 17:21:30 <LordAro> always fun to learn some new git syntax though 17:22:18 *** WormnestAndroid has quit IRC 17:22:35 *** WormnestAndroid has joined #openttd 17:23:10 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh opened pull request #7725: Fix b3fd7879: Ignore command flags when verifying script commands https://git.io/fjjAQ 17:25:15 <glx> cp->cmd |= CMD_NETWORK_COMMAND; DoCommandP(cp, cp->my_cmd); 17:25:49 <glx> NetworkExecuteLocalCommandQueue() adds the flag 17:26:32 <nielsm> I still think the easiest is just to mask out the flags for the verification and do it solely on the command id 17:26:47 <glx> yes safest 17:30:29 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #7681: Fix: clang and MSVC warnings https://git.io/fjHML 17:34:59 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on issue #7644: Mysteriously poor performance on macOS https://git.io/fjii3 17:35:46 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #7725: Fix b3fd7879: Ignore command flags when verifying script commands https://git.io/fjjAj 17:38:09 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7701: Fix #7188: check the validity of command callback for scripts https://git.io/fjjxU 17:38:16 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh merged pull request #7725: Fix b3fd7879: Ignore command flags when verifying script commands https://git.io/fjjAQ 17:39:43 <LordAro> anyone feel like reviewing (& merging) #7681 & #7630 ? :p 17:41:08 <nielsm> woo cherry-pick failing because of nullptr/NULL differences! 17:41:17 <nielsm> always enjoy a little manual merging 17:41:19 <LordAro> yay! 17:43:30 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #7681: Fix: clang and MSVC warnings https://git.io/fjjxn 17:45:28 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7723: Prepare for release 1.9.3 https://git.io/fjjwk 17:49:12 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7681: Fix: clang and MSVC warnings https://git.io/fjjx4 17:53:16 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7630: Fix warnings from GCC9 https://git.io/fjjxV 17:54:40 *** Samu has quit IRC 17:55:32 <glx> the last build for #7630 is not available, a rebase just to trigger a new build would be nice 17:56:55 <glx> and then maybe just merge #7681 in #7630 17:57:30 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7630: Fix warnings from GCC9 https://git.io/fjjxD 18:03:43 <andythenorth> hurrah 18:04:00 * andythenorth likes better things :) 18:07:57 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7630: Fix warnings from GCC9 https://git.io/fjjpe 18:11:01 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #7630: Fix warnings from GCC9 https://git.io/fjo5z 18:14:35 <LordAro> i note OGFX needs another release 18:18:29 <nielsm> huh? 18:18:58 <nielsm> bug? 18:19:31 <LordAro> "5 missing sprites" 18:19:36 <LordAro> for 0.5.5 18:20:05 <LordAro> i don't think there's anything newer, nothing on bananas, anyway 18:35:03 <frosch123> nrt? 18:35:39 <frosch123> i think some of the nrt sprites were even drawn for ogfx style 18:58:57 *** Samu has joined #openttd 19:02:52 <andythenorth> all sprites are drawn afaik 19:02:59 <andythenorth> they're in openttd.grf 19:03:11 <andythenorth> unless someone redrew more in ogfx style? 19:04:18 <frosch123> yes 19:04:46 <frosch123> cursors and stuff were drawn in both styles 19:13:04 *** sla_ro|master has joined #openttd 19:21:43 <DorpsGek_III> [OpenTTD/OpenTTD] SoothedTau left a comment on commit: Update src/video/cocoa/wnd_quartz.mm https://git.io/fjjhv 19:25:14 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro opened pull request #7726: Prepare for 1.10.0-beta1 release https://git.io/fjjht 19:25:52 *** snail_UES_ has joined #openttd 19:26:28 <frosch123> will anyone finish nrt before 1.10? 19:26:30 * frosch123 hides 19:27:04 <nielsm> correctness police lol 19:27:33 <frosch123> it's hard to define correctness, if there isn't even a spec 19:28:02 <frosch123> although "implementation defined" may be a spec :p 19:30:24 <LordAro> frosch123: NRT itself is done...? 19:30:31 <nielsm> some of the Add should be Feature IMO 19:30:34 <LordAro> unless you're referring to NML and other things 19:30:37 <LordAro> nielsm: probably 19:30:41 <LordAro> feel free to review :) 19:31:09 <supermop_Home_> can roads have more town flags yet? 19:31:18 <supermop_Home_> should i touch my roads again? 19:31:29 <frosch123> LordAro: i have honestly no idea what nrt is. only thing i know that the spec from january 2016 does not refelct at all what was merged 19:32:03 <frosch123> if someone would have to update opengfx, they would have to reverse engineer nrt first 19:32:04 <supermop_Home_> frosch123 i too have no idea what it actually is and if there are new better features i should support 19:32:08 <thexa4> Hi, I made a pull request a few days ago (#7719) but I couldn't find much on the wiki on what the merge request process is. Is there anything I can do to make it easier to merge? https://github.com/OpenTTD/OpenTTD/pull/7719 19:32:15 <supermop_Home_> but my old grfs seem to work with it 19:32:17 <frosch123> openttd.grf got new sprites which are not documented whatsoever 19:32:20 <frosch123> i would bet, some are even unused 19:33:25 <andythenorth> oof NRT 19:33:46 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7726: Prepare for 1.10.0-beta1 release https://git.io/fjjhc 19:33:47 <andythenorth> there is a PR in the NML repo 19:33:51 <DorpsGek_III> [OpenTTD/OpenTTD] michicc left a comment on commit: Update src/video/cocoa/wnd_quartz.mm https://git.io/fjjhC 19:34:44 <nielsm> thexa4: technically there's nothing wrong with your PR, it's just nobody have taken the time to review it yet 19:35:05 <nielsm> as it probably requires a bunch of testing including writing scripts using the feature 19:35:21 <thexa4> no problem, just wanted to make sure I didn't miss anything. I have a script that uses the feature, will add a link to the PR. 19:36:37 <michi_cc> andythenorth: Is the contents of #7721 fine now or do you want to change anything? Please note that you have to reword/squash the second commit to make the commit checker give a green light. 19:36:43 <DorpsGek_III> [OpenTTD/OpenTTD] thexa4 commented on pull request #7719: Add: Allow GameScript to demolish without a company https://git.io/fjjhW 19:37:41 <andythenorth> I don't think there's a better solution to 7721 19:37:53 <andythenorth> on my screen, it results in a very muddy washed-out OpenTTD 19:38:03 <andythenorth> but at least the fps isn't 12 19:38:38 <nielsm> andythenorth: you never managed to get a device-dependent colorspace to work/not crash? 19:40:16 <andythenorth> I didn't get it to work 19:40:30 <andythenorth> I am not sure how 19:40:35 <andythenorth> but it could be added later 19:40:46 <andythenorth> depends on whether the fps benefit is worth the degraded appearance 19:41:15 <andythenorth> I'd probably commit and see how much complaints there are 19:41:31 <LordAro> "looks bad/different" is better than "barely runs" 19:42:50 <andythenorth> the commit needs squashed 19:42:59 <andythenorth> but I am playing multi-player tanks right now in a team :P 19:43:05 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7726: Prepare for 1.10.0-beta1 release https://git.io/fjjhB 19:46:20 <DorpsGek_III> [OpenTTD/OpenTTD] andythenorth updated pull request #7721: Fix: change Quartz driver colorSpace handling to address certain macO… https://git.io/fjhNm 19:46:28 <andythenorth> ignore that 19:46:30 <andythenorth> needs squashed 19:49:14 <DorpsGek_III> [OpenTTD/OpenTTD] andythenorth updated pull request #7721: Fix: change Quartz driver colorSpace handling to address certain macO… https://git.io/fjhNm 19:49:19 <andythenorth> maybe this one works 19:49:24 * andythenorth still git idiot 19:49:47 <Samu> git gud 19:51:43 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7721: Fix: change Quartz driver colorSpace handling to address certain macO… https://git.io/fjjh2 19:57:09 <andythenorth> does that include michi's change? 19:57:29 <andythenorth> it's 100% possible I haven't squashed correctly 19:57:50 <andythenorth> https://github.com/OpenTTD/OpenTTD/pull/7721#pullrequestreview-283902945 19:58:58 <glx> I see it in the commit 20:00:14 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7719: Add: Allow GameScript to demolish without a company https://git.io/fjjhw 20:02:02 <andythenorth> ok 20:09:20 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh merged pull request #7721: Fix: change Quartz driver colorSpace handling to address certain macO… https://git.io/fjhNm 20:13:59 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7723: Prepare for release 1.9.3 https://git.io/fjjwk 20:15:10 <nielsm> that should be everything required for 1.9.3 20:15:16 <LordAro> :o 20:15:44 <LordAro> bring the dates forward by a day and release it tonight? 20:15:57 <nielsm> not sure 20:16:35 <nielsm> I think I'd like to have a set of builds from the buildbot for smoke testing before doing a real release 20:17:04 <LordAro> mm 20:17:22 <LordAro> we could call it... "candidate for release" 20:17:30 <Samu> RC 20:17:33 <LordAro> CfR 20:18:38 <Samu> I'm falling asleep already :| 20:23:54 <Samu> I still don't understand why my AI has a preference for mail routes 20:24:25 <Samu> maybe Im requesting too much passenger production from towns 20:24:33 <Samu> in relation to mail 20:40:43 *** rubenwardy has quit IRC 20:43:30 *** rubenwardy has joined #openttd 20:44:32 <nielsm> https://0x0.st/zJLC.ogg https://0x0.st/zJ9r.ogg <- fresh recordings of the MT-32 versions of TTO theme and Easy Driver, played on proper hardware synth 20:44:50 *** sla_ro|master has quit IRC 20:44:56 <nielsm> the MT-32 versions are distinct from the FM synth and General MIDI ones! 20:45:15 <nielsm> not just because of the different synth, it's actually unique midi data 20:50:22 <DorpsGek_III> [OpenTTD/OpenTTD] j-pet opened pull request #7727: Fix: Use natural sort when sorting the file list. https://git.io/fjjjC 20:59:50 <LordAro> nielsm: ^ 1.9.3? :> 21:02:34 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7723: Prepare for release 1.9.3 https://git.io/fjjwk 21:03:51 <nielsm> I'm probably doing something wrong in labeling in all the auxillary files also containing version information, if this is to be an RC 21:04:35 <LordAro> probably doesn't matter too much... 21:16:58 <glx> maybe debian stuff needs more 21:18:12 *** andythenorth has quit IRC 21:18:20 *** Samu has quit IRC 21:19:36 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #7723: Prepare for 1.9.3 release candidate https://git.io/fjjjP 21:21:27 <nielsm> glx: anything else? 21:21:45 <glx> I think I need to check previous tags :) 21:24:25 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7723: Prepare for 1.9.3 release candidate https://git.io/fjjwk 21:26:13 <frosch123> https://wiki.openttd.org/To_do_for_releases <- it's described there 21:28:00 *** snail_UES_ has quit IRC 21:29:41 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7723: Prepare for 1.9.3 release candidate https://git.io/fjjwk 21:29:56 <nielsm> that should really be everything done 21:33:28 <glx> seems ok 21:38:07 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #7723: Prepare for 1.9.3 release candidate https://git.io/fjjjN 21:38:23 <nielsm> preparing a newspost atm 21:38:44 <glx> another review would be nice, just to be sure 21:40:36 <LordAro> do translations need updating? 21:40:50 <LordAro> or leave that til actual release? 21:42:22 <nielsm> if someone knows how to merge translations please do so 21:42:30 <nielsm> it can probably wait until actual release 21:42:40 <glx> someone used to have a script 21:42:57 <DorpsGek_III> [OpenTTD/website] nielsmh opened pull request #100: Add: Release 1.9.3 newspost https://git.io/fjjjh 21:43:12 <nielsm> one hundred! 21:43:30 <LordAro> frosch123 has done it in the past... 21:44:42 <LordAro> should be added to the wiki page either way :p 21:47:53 <frosch123> http://devs.openttd.org/~frosch/texts/langbackport.py <- i uses that for the 1.7 series 21:48:07 <frosch123> can't remember whether there were corner cases where it failed 21:56:32 <nielsm> can someone else review/merge the RC and then tag it? I can't stay up for much longer 22:04:28 *** WormnestAndroid has quit IRC 22:05:00 *** WormnestAndroid has joined #openttd 22:10:20 <LordAro> frosch123: needed some minor tweaks to use utf-8 when reading files (i'm on windows right now), but otherwise seems to work well 22:12:09 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7723: Prepare for 1.9.3 release candidate https://git.io/fjjjN 22:12:09 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #7723: Prepare for 1.9.3 release candidate https://git.io/fjjwk 22:12:45 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7723: Prepare for 1.9.3 release candidate https://git.io/JeeeR 22:12:58 <LordAro> but now they're my changes :> 22:15:01 *** nielsm has quit IRC 22:20:44 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #7723: Prepare for 1.9.3 release candidate https://git.io/Jeeew 22:23:01 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7723: Prepare for 1.9.3 release candidate https://git.io/fjjwk 22:23:12 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro pushed 12 commits to release/1.9 https://git.io/Jeeeo 22:23:14 <DorpsGek_III> - Fix: Narrowing cast in one storybook command (by nielsmh) 22:23:14 <DorpsGek_III> - Fix: Typo in running costs help text (by nikolas) 22:23:16 <DorpsGek_III> - Fix: RemoveAirport function now returns with 'Aircraft in the way' error message as it should be. (by j-pet) 22:23:16 <DorpsGek_III> - Fix #7655: Decrease buttons in cheat window do not work properly (by TTrebron) 22:23:18 <DorpsGek_III> - Fix #7704: [OSX] Handle malformed UTF8 strings (by uvealonso) 22:23:18 <DorpsGek_III> - Fix #7692: Added industry tile to GetOrderCmdFromTile() (#7709) (by JMcKiern) 22:23:20 <DorpsGek_III> - Fix #7702: Scaling for highscore screen (by nielsmh) 22:23:20 <DorpsGek_III> - Fix #7626: Allow building drive-through stops over one-way/blocked roads owned by towns (instead of crashing). (by ddm999) 22:23:22 <DorpsGek_III> - Fix #7188: check the validity of command callback for scripts (#7701) (by glx22) 22:23:22 <DorpsGek_III> - Fix: change Quartz driver colorSpace handling to address certain macOS performance issues (#7644) (by andythenorth) 22:23:24 <DorpsGek_III> - Update: Changelog for 1.9.3-RC1 and prepare for release (by nielsmh) 22:23:24 <DorpsGek_III> - Update: Translations (by LordAro) 22:23:35 <LordAro> that seems... undesirable 22:24:51 <glx> hmm DorpsGek_III needs tweaking I guess 22:24:53 <frosch123> who did s/maintainance/maintenance/ in en_US? :p 22:25:22 *** tokai has joined #openttd 22:25:22 *** ChanServ sets mode: +v tokai 22:25:54 <LordAro> frosch123: google indicates maintainance is universally "wrong" ? 22:26:04 <LordAro> glx: doesn't mention tags either, it would seem :> 22:26:19 <frosch123> he, i googled... i assumed you would know :o 22:26:32 <LordAro> en_US? nah 22:27:03 <frosch123> but the base language (en_GB) is wrong, isn't it? 22:27:25 <LordAro> https://github.com/OpenTTD/OpenTTD/commit/a76e5e1970cf4b9cb9c39c93fa77a10582ce4f32 22:27:35 <glx> in 1.9 probably yes 22:27:43 <glx> it's a recent fix in master 22:27:52 <LordAro> it got backported, don't worry :) 22:28:02 <LordAro> https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=4043 it's working! 22:28:11 <frosch123> oh, it was already fixed :) 22:32:13 *** tokai|noir has quit IRC 22:37:13 *** frosch123 has quit IRC 22:38:26 <LordAro> don't know if anyone wants to bother with announcement for rc1 22:38:37 <LordAro> but build is nearly finished, it'll appear on the website shortlyish 22:52:09 *** thexa4 has quit IRC 22:54:21 *** gelignite has quit IRC 23:01:53 *** HerzogDeXtEr has quit IRC 23:09:25 *** DorpsGek changes topic to "1.9.2, 1.9.3-RC1" 23:10:42 <glx> @op 23:10:42 *** DorpsGek sets mode: +o glx 23:10:58 *** glx changes topic to "1.9.2, 1.9.3-RC1 | Website: *.openttd.org (source: github, translator: translator, server list: servers, wiki: wiki) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only" 23:11:14 <glx> @deop 23:11:14 *** DorpsGek sets mode: -o glx 23:50:48 *** thexa4 has joined #openttd