Log for #openttd on 12th January 2020:
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00:00:44  <hythlodaeus> alternatively if one still wants the possibility of having 1 tile-wide canals with increased depths: what about using locks for this purpose as IRL?
00:01:44  <nielsm> yes it would make sense to have a way to build (more expensive) deeper canals
00:04:43  <hythlodaeus> then you could treat them as road types
00:06:43  <hythlodaeus> and deeper canals should not be compatible with aqueducts for instance
00:07:43  <hythlodaeus> or rather they could be linked, but heavier ships would not be able to usr them
00:12:42  <TrueBrain> LordAro: seems my patches are all working; so tomorrow I am going to merge this, and deploy the new DorpsGek_III :D After that we can finally test if your tag_created works :P It does require a .dorpsgek.yml change in OpenTTD before it works btw .. but I will create a PR for that tomorrow too :)
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00:14:40  <LordAro> :)
00:20:39  <milek7_> huh, jukebox window crashes when compiled with AddressSanitizer
00:23:54  <milek7_>
00:25:05  <LordAro> nice
00:25:51  <LordAro> i've seen similar stacktraces before
00:27:31  <LordAro> not that it's really clear what it could be
00:27:57  <LordAro> none of those strings take other parameters, presumably?
00:28:01  * LordAro must sleep
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00:37:12  <milek7_> do SetDParamStr copy string?
00:37:35  <milek7_> i think struct returned by _music.GetCurrentSong() goes invalid at the end of statement
00:40:00  <nielsm> no it only copies a string pointer, not the contents
00:40:18  <nielsm> so yeah that would be it I think
00:40:46  <nielsm> when the function returns an empty playlist item because nothing is playing, the object goes out of scope
00:41:50  <nielsm> I'll make a fix
00:42:42  <andythenorth> oops
00:42:45  * andythenorth playing ottd
00:42:47  <andythenorth> too late
00:42:52  <milek7_> i don't think it matters whether it is empty or not
00:43:36  <milek7_> as GetCurrentSong returns by copy
00:44:15  <nielsm> oh yeah...
00:44:27  <nielsm> this approach won't fix it
00:44:38  <nielsm> ah
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00:54:19  <DorpsGek_III> [OpenTTD/actions] glx22 approved pull request #1: First version of a few actions
01:05:00  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh opened pull request #7926: Fix: Use after return for stack allocated object
01:18:00  <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on issue #7925: A certain save-game corrupts the title screen sprites when loaded.
01:32:54  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7924: Feature: Water tiles have a depth
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01:45:26  <hythlodaeus> nielsm: if eventually you can give me further feedback on how to improve #7870 I would really appreciate it. I'm trying to come up with a solution to solve current UI woes while making it simulatenously more informative, pleasing, and standardized. This changes are important for my future translation plans, but I do not want to alienate others here. If you find some time, I would love to hear your preferences and thoughts o
01:53:29  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7924: Feature: Water tiles have a depth
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05:36:03  <crazystacy> how about a "skip order" button next to the "reverse direction"?
05:36:17  <crazystacy> or some hotkey. not sure which hotkeys there are, i suspect the openttd wiki hotkey page is out of date
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07:53:43  <andythenorth> Pikka bob
07:54:09  <Pikka> oui bob
07:56:24  <andythenorth> le bob
07:56:35  <andythenorth> is pie?
07:56:48  <Pikka> mmm pie
07:57:19  <andythenorth> narwhal pie
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08:00:59  <andythenorth> deep sea narwhal pie
08:01:04  <nielsm> morning
08:02:39  <andythenorth> Pikka: le question
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08:24:29  <Pikka> le yes?
08:30:15  <andythenorth> HEQS and Squid are more fun than Hog and Sam
08:30:43  <Pikka> errr
08:30:47  * Pikka bbs
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09:03:24  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7926: Fix: Use after return for stack allocated object
09:05:53  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7926: Fix: Use after return for stack allocated object
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10:04:12  * andythenorth plays with town growth off
10:04:14  <andythenorth> much better :P
10:04:23  <andythenorth> 'solves' cdist
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10:18:02  <hythlodaeus_> hi guys
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10:19:37  <hythlodaeus_> I'd like to you invite you folks to test my improved english.txt for feedback as p/ issue #7870
10:20:27  <hythlodaeus_> i got some previous positive feedback on how to handle style and capitalization and most people seem to agree. I would like to hear your opinion on the modified tooltips text and general formatting
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10:23:12  <Samu> hi
10:24:03  <hythlodaeus_> helo
10:24:06  <hythlodaeus_> hello
10:32:37  <DorpsGek_III> [OpenTTD/actions] TrueBrain merged pull request #1: First version of a few actions
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10:41:32  <TrueBrain> well, here goes nothing .. lets see if it all still works :D
10:41:50  <DorpsGek_III> [OpenTTD/website] TrueBrain merged pull request #140: Add: [Actions] switch to our own actions instead of writing them out
10:42:51  <Samu> what newgrf have ships moving slow on canals
10:43:51  <nielsm> squid
10:43:52  <DorpsGek_III> [OpenTTD/website] TrueBrain opened pull request #141: Fix: [Actions] wrongly referenced 'checkout-dispatch' action
10:43:56  <nielsm> (fish 2)
10:44:00  <TrueBrain> that was a quick: nope! :D Lalalalaaaa
10:44:37  <TrueBrain> never rename something in the middle of your work :D
10:45:04  <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain updated pull request #14: Reworked GitHub Actions
10:45:18  <Eddi|zuHause> that's why sou spend the time naming things at the very beginning :p
10:45:29  <DorpsGek_III> [OpenTTD/binaries-proxy] TrueBrain updated pull request #9: Switch to GitHub Actions
10:45:32  <TrueBrain> and you NEVER change your mind after that
10:45:34  <TrueBrain> that is true
10:45:34  <TrueBrain> I forgot
10:45:40  <TrueBrain> what a silly thing to say :)
10:48:38  <DorpsGek_III> [OpenTTD/website] TrueBrain merged pull request #141: Fix: [Actions] wrongly referenced 'checkout-dispatch' action
10:49:19  <Samu> i dont understand water depths yet
10:49:28  <Samu> it's too slow now
10:51:01  <nielsm> Samu did you see I already did it?
10:51:14  <nielsm> although I want to rework that part really
10:51:32  <Samu> yes
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10:57:48  <TrueBrain> hmm, seems the docker hub webfrontend is broken (again)
10:57:48  <TrueBrain> silly
10:58:29  <DorpsGek_III> [OpenTTD/actions] TrueBrain opened pull request #2: Fix: 'exec.exec()' also escapes quotes; 'remote-tag' now got an extra quote
10:59:25  <TrueBrain> <- there are no packages on it, according to the "explore" functionality
10:59:27  <TrueBrain> lol
10:59:49  <Eddi|zuHause> "Fix: 'exec.exec()' also escapes quotes" is a thing you never want to read in patchnotes
11:00:32  <Eddi|zuHause> because it means there's probably only a thin layer left between you and cthulu...
11:00:44  <DorpsGek_III> [OpenTTD/actions] TrueBrain merged pull request #2: Fix: 'exec.exec()' also escapes quotes; 'remote-tag' now got an extra quote
11:05:12  <DorpsGek_III> [OpenTTD/website] TrueBrain opened pull request #142: Fix: logo in top-right corner wasn't pointing to "Home"
11:05:28  <Samu> max depth is only 200 now?
11:05:39  <Samu> ah no, i didn't wait enough
11:05:39  <Samu> 220
11:05:53  <TrueBrain> I so wish Githubs repository would become public (as in: anonymous access) ... as docker hub really has issues ...
11:05:58  <Samu> 240
11:07:07  <DorpsGek_III> [OpenTTD/OpenTTD] James103 opened issue #7927: Giant screenshot warning reports incorrect dimensions of screenshot
11:10:18  <Samu> depth 300!
11:10:34  <Samu> only took 9 years
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11:11:20  <andythenorth_> such cat
11:11:48  <DorpsGek_III> [OpenTTD/website] TrueBrain closed issue #139: Wrong link target of the link on the OpenTTD-lettering in the page header
11:11:48  <DorpsGek_III> [OpenTTD/website] TrueBrain merged pull request #142: Fix: logo in top-right corner wasn't pointing to "Home"
11:11:51  <andythenorth_> nielsm I suggest 2 sea tile types
11:11:59  <andythenorth_> and a transition type
11:12:42  * andythenorth_ wonders how many water tiles there are
11:13:26  <andythenorth_> we have 2 water cycles in the palette, but really we need to change the colour for deep
11:14:52  <andythenorth_> the transition tile would be a simple dither blend
11:15:03  <nielsm> I wonder if water depth can be handled by a recolour sprite?
11:15:04  * andythenorth_ wondering if it can be automated
11:15:04  <Samu> ooops, nielsm got an assert
11:15:18  <andythenorth_> the blend could be masked
11:15:45  <TrueBrain> wtf, the ' is still there .. this should not be happening ... hmmmm ... sometimes automation is a bitch :(
11:16:02  <Samu> an oil rig was spawning, and crashed
11:16:27  <hythlodaeus_> nielsm: it's more of a matter of how depth will be handled by scenarios and the map gen
11:17:06  <hythlodaeus_> you're gonna need new sprites for mid transitioning depth lines, that's for sure
11:17:15  <Samu> ah no, actually an industry was being removed from the map
11:18:03  <hythlodaeus_> but mostly I think depth will be a river vs ocean matter, with most transitioning happening on shorelines
11:18:08  <andythenorth_> nielsm is it trivial to recolour base set sprites? I’m assuming yes because CC, etc
11:18:11  <Samu> i suspect just using magic bulldozer and demolishing an industry should be enough to trigger the crash
11:18:32  <andythenorth_> nielsm how deep are we going?
11:18:41  <hythlodaeus_> deep, bro
11:18:44  <Samu> nop, it wasn't
11:18:45  <nielsm> right now the max depth is presented as 300 m
11:18:46  <Samu> strange
11:18:55  <nielsm> range is 0 to 15
11:19:14  <nielsm> with 0 presented as 10 m, and the remaining presented as value * 20 m
11:19:18  <Samu> industry must be close to coast
11:19:21  <Samu> got a crash
11:19:28  <andythenorth_> transition at 8?
11:19:45  <andythenorth_> or configurable?
11:20:04  <nielsm> I was thinking transition at 2-3 and 10-11
11:20:30  * andythenorth_ wonders about non-navigable water
11:20:37  <andythenorth_> and sprites for it
11:20:49  <nielsm> that's pretty much parks in towns
11:21:00  <nielsm> non-navigable water isn't represnted on the map
11:21:18  <nielsm> (unless you have water and put newobjects in it to make it impassable)
11:21:26  <andythenorth_> I’m thinking about ships always requiring at least depth 2
11:21:38  <andythenorth_> think it’s too big a change maybe
11:22:23  <andythenorth_> but if rivers had depth 1 or 2 we could make the 1 sprites narrower
11:22:45  <andythenorth_> and depth 1 coasts get rocks
11:22:47  <Samu> nielsm, try demolishing industries with magic bulldozer that were built on land, near coast tiles, you get a crash
11:22:58  <nielsm> I think the normal draught of ships isn't much more than 2-5 metres?
11:23:10  <andythenorth_> but I think it leads to all shores being non-navigable
11:23:15  <andythenorth_> which is bad
11:24:57  <crazystacy> now we'll need viking ships
11:25:31  <andythenorth_> we could use river mouths to create depth 2 bays and estuaries in sea
11:25:53  <nielsm> the suez canal is 20-30 metres deep I think
11:26:03  <andythenorth_> just pathfind to deeper water and expand a bit
11:26:21  <nielsm> 24 m deep
11:26:42  <nielsm> so yeah depth 2 in my current units is enough to support any ship
11:26:50  <nielsm> and depth 1 will support most non-gigantic
11:27:22  <andythenorth_> a bit for dredgeable?
11:27:55  <andythenorth_> dredgeable tiles are imvalid for pathfinding but otherwise depth 1
11:27:57  <nielsm> I'd just make newgrf able to query the depth of water tiles, so industries can check it before construction
11:28:09  <DorpsGek_III> [OpenTTD/website] TrueBrain opened pull request #143: Update: bump all Python dependencies to latest version
11:28:11  <nielsm> depth 0 is also valid, it's "very shallow"
11:28:57  <andythenorth_> yeah I’m just obiwan with my depths :)
11:31:57  <andythenorth_> dredgeable = player can make tile navigable
11:32:45  <nielsm> hm, the port of esbjerg in denmark, which faces the north sea, has the deepest docks at 10 m
11:32:54  <Samu> how do i propose a fix to a pr?
11:33:06  <nielsm> I don't really think it's worth making "too shallow to navigate" water
11:33:17  <nielsm> just make it newobjects if you want that
11:33:32  <nielsm> Samu: make a review
11:33:38  <andythenorth_> inplementation could be objects
11:33:59  <andythenorth_> but adding rocks manually to just remove them immediately is weird gameplay
11:34:27  <nielsm> can newobjects specify they want to be placed automatically by worldgen?
11:34:37  <andythenorth_> objects are weird anyway, what are they for?
11:34:48  <nielsm> decoration and being in the way
11:35:12  <andythenorth_> they’re immovable afaik
11:35:18  <andythenorth_> unless player built?
11:35:31  * andythenorth_ might be wrong
11:35:58  <andythenorth_> anyway having rivers lower landscape - above and below waterline both
11:36:05  <andythenorth_> would be nicer
11:36:09  <andythenorth_> than now
11:36:51  <andythenorth_> then we can complain about slow map gen :D
11:38:33  <DorpsGek_III> [OpenTTD/website] TrueBrain updated pull request #143: Update: bump all Python dependencies to latest version
11:38:41  <TrueBrain> these fucking chores :(
11:38:50  <LordAro> hehe
11:39:19  <LordAro> no 3.8?
11:39:51  <andythenorth_> nielsm river seed should be at coast, running up also :p
11:40:11  * andythenorth_ biab
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11:40:32  <TrueBrain> hmm .. can see if code works on 3.8, good point
11:41:41  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick requested changes for pull request #7924: Feature: Water tiles have a depth
11:41:59  <Samu> oh it looks like a bad review
11:42:02  <DorpsGek_III> [OpenTTD/website] TrueBrain updated pull request #143: Update: bump all Python dependencies to latest version
11:42:03  <TrueBrain> 3.8 it is :) Tnx LordAro :)
11:42:05  <Samu> i still dunno how to use this
11:43:13  <DorpsGek_III> [OpenTTD/OpenTTD] Milek7 commented on pull request #7926: Fix: Use after return for stack allocated object
11:43:38  <DorpsGek_III> [OpenTTD/actions] TrueBrain opened pull request #3: Fix: default-values are set by "action.yml", and inputs are always strings
11:46:56  <DorpsGek_III> [OpenTTD/actions] TrueBrain updated pull request #3: Fix: default-values are set by "action.yml", and inputs are always strings
11:47:38  <DorpsGek_III> [OpenTTD/website] TrueBrain updated pull request #143: Update: bump all Python dependencies to latest version
11:51:26  <DorpsGek_III> [OpenTTD/actions] TrueBrain updated pull request #3: Fix: default-values are set by "action.yml", and inputs are always strings
11:52:08  <DorpsGek_III> [OpenTTD/actions] TrueBrain updated pull request #3: Fix: default-values are set by "action.yml", and inputs are always strings
11:52:10  <TrueBrain> I keep forgetting to run 'npm run all', ffs
11:52:50  <DorpsGek_III> [OpenTTD/website] TrueBrain merged pull request #143: Update: bump all Python dependencies to latest version
11:53:59  <DorpsGek_III> [OpenTTD/actions] TrueBrain merged pull request #3: Fix: default-values are set by "action.yml", and inputs are always strings
11:55:03  <TrueBrain> seems that bumping the versions made the 'fetch-downloads' a lot quicker
11:55:14  <TrueBrain> but that might just be me-wanting-it-to-be-quicker :D
11:57:43  <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain updated pull request #14: Reworked GitHub Actions
11:58:23  <DorpsGek_III> [OpenTTD/binaries-proxy] TrueBrain updated pull request #9: Switch to GitHub Actions
11:58:26  <TrueBrain> okay, that should be it
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12:02:02  <TrueBrain> LordAro: if you have some cycles, I would love a review on the DorpsGek one; it should be trivial (the github workflow is a copy from website, so that is fine. I mean the Python part :D)
12:02:25  <andythenorth> currently river is seeded on a spring, and pathfinds to a coast (or dead-ends in a lake)
12:02:47  <andythenorth> this causes (1) the unsatisfying lakes (side issue)
12:03:13  <andythenorth> (2) means that lowering terrain along river path is hard, because no guarantee that we'll be able to lower the next level
12:03:40  <andythenorth> starting rivers at coast means we just walk 'along' or 'up', lowering land as we go
12:03:43  <nielsm> the entire river generation code is rather poor
12:03:53  <andythenorth> rubidium put it in as a nice quick hack
12:03:58  <andythenorth> it was always "I made something work"
12:04:07  <andythenorth> and it's deliberately not elaborate :)
12:04:25  <Samu> if (IsTileType(n.GetTile(), MP_WATER) && GetWaterDepth(n.GetTile()) == WATER_DEPTH_MAX) c += YAPF_INFINITE_PENALTY; good or bad idea?
12:04:40  <andythenorth> if we start at coast, we can also branch rivers
12:04:44  <Samu> depth 15 means screw pathfinding here
12:04:47  <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain updated pull request #14: Reworked GitHub Actions
12:04:52  <nielsm> yeah I usually turn off rivers in mapgen, they're not fun just annoying
12:04:57  <andythenorth> I don't actually understand what Eddi|zuHause BFS patch actually does :)
12:04:59  <TrueBrain> decodestring() still needs a byte-string .. I always forget about that :(
12:05:02  <nielsm> Samu doesn't penalty mean "avoid this tile"?
12:05:06  <Samu> yes
12:05:08  <nielsm> why would you avoid the deepest tiles?
12:05:27  <Samu> to have ships not go too far from the coast
12:05:28  <Eddi|zuHause> it makes a BFS, and counts how many tiles away from the shore you are...
12:05:32  <andythenorth>
12:05:45  <Samu> they can go far, but not that far
12:05:50  <nielsm> shouldn't that depend on the ship? whether it's oceangoing or meant for shallow water?
12:06:16  <Samu> maybe perhaps
12:06:18  <nielsm> e.g. a river paddle steamer wouldn't want to go too far from the coast, but a large oil tanker probably prefers being on deeper ocean
12:06:30  <nielsm> don't put those assumptions into the pathfinder like that
12:06:43  <Eddi|zuHause> well, it technically isn't acutally a BFS, but whatever :)
12:08:02  <Samu> must fast forward like 10 years for depth 15 :(
12:09:00  <nielsm> yeah, I need to make mapgen produce proper depths right away
12:10:25  <nielsm> but ideally it should make "interesting" depths more than just a basic gradient
12:12:01  <andythenorth> I would treat that as a separate concern
12:12:07  <andythenorth> just let TGP do what it does for now
12:12:23  <andythenorth> the landscape gen is a problem above and below water :P
12:12:34  <nielsm> actually doesn't TGP make a full heightmap also for the parts that end up as below water?
12:12:48  <nielsm> i.e. the generator actually takes the heightmap and truncates it at sea level
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12:17:26  <peter1138> Yes, that's normally.
12:17:28  <peter1138> ... -ly
12:17:53  <peter1138> Sea level is determined after the heightmap is generated.
12:18:43  <nielsm> so TGP does actually have a water depth that could be applied right away
12:18:56  <nielsm> then it's just making something for original and heightmaps
12:19:05  <nielsm> "just"
12:21:30  <Samu> [img][/img]
12:21:43  <peter1138> You can do the same for heightmaps, I guess.
12:21:45  <Samu> they're avoiding the "deep sea"
12:29:47  <peter1138> Most heightmaps are broken by more than 15 height levels anyway.
12:34:23  <nielsm> make a bool trireme flag on ship models, then they can avoid deep sea
12:44:04  * andythenorth plots sandbox mode
12:51:02  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7924: Feature: Water tiles have a depth
12:51:14  <nielsm> Samu: it makes proper depths right at mapgen now
12:51:40  <nielsm> (it can be very slow to do on large maps)
12:52:30  <nielsm> (since it has to visit every tile up to 16 times)
12:58:31  <FLHerne> nielsm: If depth 2 is navigable by anything, 16 seems like overkill
12:58:36  <FLHerne> Even for costs
13:02:51  <nielsm> heh I can see why you wouldn't want to use original mapgen for large maps:
13:02:54  <nielsm> extremely samey
13:03:31  <nielsm> just marshland-like terrain in every direction
13:05:07  <Eddi|zuHause> TGP wasn't much better, it was all uniform hills
13:05:23  <Eddi|zuHause> until variety distribution appeared
13:05:32  <Eddi|zuHause> which also has some flaws
13:05:53  <Eddi|zuHause> like long narrow maps look horrible
13:07:08  <nielsm> you also really begin to notice the mapgen sprite patterns like this:
13:07:41  <andythenorth> :P
13:07:58  <andythenorth> the fundamental of using sprite for mapgen intrigues me though
13:08:01  <andythenorth> maybe just more :P
13:08:23  <nielsm> yeah really you could make newgrf-based map generator sets
13:09:06  <Eddi|zuHause> you need some combinatorics to make it less repetitive, though
13:11:37  <Samu> heh you didn't fix the crash
13:11:43  <Samu> let me retry
13:12:16  <nielsm> no I didn't look at that part
13:17:28  <Samu> [img][/img] still crashes
13:19:02  <nielsm> yes I just said I didn't fix it yet
13:19:05  <nielsm> I have a fix now
13:19:55  <DorpsGek_III> [OpenTTD/binaries-proxy] TrueBrain merged pull request #9: Switch to GitHub Actions
13:20:07  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh updated pull request #7924: Feature: Water tiles have a depth
13:22:07  <Samu> you could include CheckForDockingTile(tile);
13:22:12  <Samu> but it's ok
13:22:27  <nielsm> it's a logically separate step
13:23:00  <nielsm> and the compiler will probably do the same thing anyway
13:23:27  <TrueBrain> I am going to switch over the downloads to AWS (from DigitalOcean). This should happen without interruptions .. let me know if that isn't the case :)
13:23:43  * nielsm does not download ottd on most days
13:24:34  <TrueBrain> no, but the people that do will make sure to let you know in very clear language if it is broken
13:24:35  <TrueBrain> :D
13:29:21  <DorpsGek_III> [OpenTTD/binaries-proxy] TrueBrain opened pull request #10: Fix: no longer log 2XX/3XX with this Docker
13:29:28  <TrueBrain> right, that is a bit too much data to send to cloudwatch :D Haha :)
13:29:32  <TrueBrain> silly defaults :P
13:29:52  <Samu> regression failing :o
13:30:37  <Samu> something about build water depot turning false
13:30:43  <Samu> it failed to build the ship depot :p
13:30:51  <nielsm> heh
13:31:59  <Samu>
13:32:25  <DorpsGek_III> [OpenTTD/binaries-proxy] TrueBrain merged pull request #10: Fix: no longer log 2XX/3XX with this Docker
13:32:59  <crazystacy> nielsm, that mapgen doesn't look *too* ba
13:33:00  <crazystacy> d
13:33:06  <crazystacy> there's some charm in its ugliness
13:40:53  <TrueBrain> okay, binaries-proxy is switched .. logs are clean, so that is good :)
13:42:56  <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain merged pull request #14: Reworked GitHub Actions
13:43:00  <TrueBrain> time to do DorpsGek .. that will be interesting
13:49:59  <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain opened pull request #15: Fix: [Actions] Dorpsgek only runs on production, not on staging
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13:57:52  <DorpsGek_III> [OpenTTD/OpenTTD] Milek7 opened pull request #7928: Fix: avoid using string pointer after scope end
13:59:07  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh approved pull request #7928: Fix: avoid using string pointer after scope end
13:59:50  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7926: Fix: Use after return for stack allocated object
13:59:50  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh closed pull request #7926: Fix: Use after return for stack allocated object
14:01:15  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #7922: Improved logic of sharing industry production between stations
14:01:20  <nielsm> okay let's see if TGP can do deep water now
14:01:55  <crazystacy> installed visual studio code for the first time. "error code -23913". microsoft, it's good to be back after 10 years
14:05:59  <LordAro> crazystacy: i've gotten good at recognising what 0xC0000005 (segfault) is as a signed integer
14:06:02  <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain updated pull request #15: Fix: [Actions] Dorpsgek only runs on production, not on staging
14:06:07  <LordAro> (don't recognise that though)
14:07:04  <crazystacy> i was lacking Mono apparently
14:07:33  <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain updated pull request #15: Fix: [Actions] Dorpsgek only runs on production, not on staging
14:07:45  <crazystacy> i am sure if i googled the error code i'd come to some Microsoft website with a big cryptic headline "error code -12345". with 10 steps in big letters. step 10 being "install mono", which is what i did.
14:07:54  <crazystacy> "was this page helpful?"
14:08:03  <crazystacy> we will pipe the reply directly into bill gates' brain
14:08:33  <LordAro> ^^
14:09:18  <crazystacy> i think i once called microsoft customer support
14:09:24  <crazystacy> aka my dark ages
14:09:27  <Eddi|zuHause> i don't remember ever coming across a microsoft help page where i would have answered "yes"
14:09:37  <crazystacy> then i started using linux and i never had to ask anyone for help again
14:10:04  <TrueBrain> that is impressive; you invented a brain-interface with that? :)
14:10:17  <crazystacy> it's more like a cattleprod attached to his skull
14:10:54  <TrueBrain> LordAro: LGTM is fucking slow :P It is annoying to wait for its result :P
14:13:35  <DorpsGek_III> [OpenTTD/DorpsGek] TrueBrain merged pull request #15: Fix: [Actions] Dorpsgek only runs on production, not on staging
14:14:47  <glx> <-- of course the requirement page is useful ;)
14:15:39  <Eddi|zuHause> there's no mention of mono on that
14:16:01  <glx> just .NET framework for windows indeed
14:16:17  <glx> (usually means mono on other OS)
14:16:57  <Samu> im doing nasty things to ApplyWaterClassSpeedFrac
14:18:49  <TrueBrain> okay, it appears the new DorpsGek is deployed ... difficult to test, so lets redirect some traffic to it :)
14:18:53  <DorpsGek_III> [OpenTTD/OpenTTD] Milek7 opened pull request #7929: Fix: correct checking of fluid_settings_setnum return code
14:19:38  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh approved pull request #7929: Fix: correct checking of fluid_settings_setnum return code
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14:23:28  <TrueBrain> oops, that DNS change was wrong .. we might be losing some GitHub messages here :D
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14:25:59  <DorpsGek_III_> [OpenTTD/DorpsGek] TrueBrain opened issue #16: Hits on /healthz are logged
14:26:06  <TrueBrain> there we go
14:26:35  <glx> voiced it on .notice :)
14:30:05  <nielsm> oops this is wrong
14:31:02  <glx> indeed
14:34:47  <peter1138> Nice.
14:37:57  <DorpsGek_III_> [OpenTTD/DorpsGek] TrueBrain opened pull request #17: Fix: no longer log 2XX/3XX responses
14:41:36  <TrueBrain> anyone up for a quick review ^^ ? :)
14:44:01  <glx> looks good to me, but I'm not very good with python :)
14:45:24  <TrueBrain> I am, so that helps :P But I was more wondering if this flow makes sense, so I guess it does :)
14:46:08  <TrueBrain> we are now running on 0.15% CPU usage ... OWH NO! I am not sure if we can handle any more :P
14:46:26  <TrueBrain> and 1.5% memory usage ..
14:46:34  <TrueBrain> I love writing efficient shit :D
14:47:34  <DorpsGek_III_> [OpenTTD/DorpsGek] TrueBrain closed issue #16: Hits on /healthz are logged
14:47:37  <DorpsGek_III_> [OpenTTD/DorpsGek] TrueBrain merged pull request #17: Fix: no longer log 2XX/3XX responses
14:47:57  <nielsm> added some spooky things :P
14:48:09  <TrueBrain> so if there are no weird reports tonight, I will shut down the k8s cluster .. happy days :)
14:48:29  <TrueBrain> nielsm: make water transparent, so you can see the bottom!
14:48:36  <nielsm> yeah no :P
14:48:46  <Samu> dodododo, making ships as slow as 0 km/h, I'm so bad at math
14:50:04  <TrueBrain> LordAro: I just made a tag,but nothing happened :(
14:50:58  <nielsm> yeah this seems to be some decent results from TGP actually:
14:51:04  <nielsm> as far as water depth goes
14:53:03  <Eddi|zuHause> nielsm: that picture hurts my eyes and i don't see anything
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14:53:18  <nielsm> lol
14:54:04  <LordAro> TrueBrain: :(
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14:55:24  <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro merged pull request #7929: Fix: correct checking of fluid_settings_setnum return code
14:55:33  <DorpsGek_III_> [OpenTTD/DorpsGek] TrueBrain opened pull request #18: Fix: also import the new tag module
14:55:36  <TrueBrain> really stupid bug LordAro :D
14:55:48  <LordAro> ...
14:55:58  <TrueBrain> :D :D
14:56:04  <DorpsGek_III_> [OpenTTD/DorpsGek] LordAro approved pull request #18: Fix: also import the new tag module
14:56:08  <nielsm> Eddi|zuHause then enjoy it zoomed out:
14:56:13  <TrueBrain> we both failed, so that makes it a bit better :P
14:56:29  <LordAro> TrueBrain: clearly the CI should've caught it
14:56:30  <LordAro> somehow
14:56:33  <TrueBrain> :D
14:58:24  <Samu> 		raw_speed *= (256 - (depth >= WATER_DEPTH_DEEP ? this->ocean_speed_frac : this->canal_speed_frac)) / 256;
14:58:25  <Samu> 		return raw_speed * (256 - ((WATER_DEPTH_MAX - depth) << 1)) / 256;
14:58:31  <Samu> testing this
14:58:43  <Samu> my math is still bad
14:59:03  <glx> always 0 Samu
14:59:24  <TrueBrain> that are two horrible lines of code :P
14:59:27  <TrueBrain> what happened to variables?
14:59:31  <glx> (256 - anything) / 256 is <1 so 0
14:59:32  <TrueBrain> do we punish people now for usingthose?
14:59:59  <TrueBrain> glx: with the assumption that 'anything' is smaller than 256, ofc
15:00:06  <TrueBrain> (and bigger than 0)
15:00:35  <glx> (I think it's a valid assumption)
15:00:42  <TrueBrain> I agree :D
15:01:03  <Samu> damn 0
15:01:05  <Samu> ruining my day
15:01:47  <TrueBrain> glx: btw, it is "a * (256 - anything) / 256". That changes it ofc a bit
15:01:56  <TrueBrain> owh,the first line
15:01:57  <TrueBrain> nevermind :P
15:02:02  <TrueBrain> those lines of code are just horrible
15:02:04  <glx> depending on how the compiler reorder things the division can happen first
15:02:21  <TrueBrain> yeah, sorry, the first line makes it 0
15:02:25  <TrueBrain> the second line should be fine
15:02:35  <TrueBrain> I am just going to stop trying to understand what the fuck that is :P
15:02:42  <DorpsGek_III_> [OpenTTD/DorpsGek] TrueBrain merged pull request #18: Fix: also import the new tag module
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15:08:18  <DorpsGek_III_> [OpenTTD/DorpsGek] TrueBrain created new tag: 1.0.1
15:08:25  <TrueBrain> LordAro: ^^ :D \o/
15:09:15  <DorpsGek_III_> [OpenTTD/website] TrueBrain created new tag: 1.2.2
15:09:21  <TrueBrain> how sweet :D
15:09:29  <Samu> i really should stop testing newgrfs
15:09:34  <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh updated pull request #7924: Feature: Water tiles have a depth
15:09:48  <Samu> a ship says 30 km/h in the purchase list
15:09:54  <Samu> then it actually moves at 35 km/h
15:10:38  <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh approved pull request #7930: Fix: Silence all notes when stopping song in fluidsynth
15:11:34  <nielsm> milek7_: as you can perhaps guess I don't use linux as a day to day system, and it's a big hassle for me to boot up the laptop I use for it :)
15:11:53  <nielsm> so I don't find or have much personal incentive to fix the little things
15:14:30  <Samu> nielsm can u test this? Harbour Point Utility Vessel says it moves at 30 km/h, but then once you have it running, it says 35 km/h in vehicle window
15:15:22  <nielsm> yes there's some weird things with those ship speeds, I don't know what's up with it
15:20:13  <DorpsGek_III_> [OpenTTD/OpenTTD] TrueBrain opened pull request #7931: Add: [DorpsGek] announce new tags on IRC
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15:27:47  <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 approved pull request #7931: Add: [DorpsGek] announce new tags on IRC
15:28:30  <Samu> must simplify this
15:28:32  <Samu> return raw_speed * (256 - (min(256, depth >= WATER_DEPTH_DEEP ? this->ocean_speed_frac + (WATER_DEPTH_MAX - depth) : this->canal_speed_frac + (WATER_DEPTH_MAX - depth)))) / 256;
15:29:05  <Samu> the deeper, the faster, the shallower, the slower
15:29:24  <nielsm> you could start by splitting it into more intermediate variables
15:30:13  <nielsm> variables are not dangerous, they don't make things slow
15:30:24  <Samu> it seems im doing this wrong yet, but ok variables
15:30:27  <nielsm> they are there to help you make sense of the code
15:31:04  <nielsm> modern compilers are pretty smart, they can do lots of expression simplification and optimisations across many lines of code
15:31:05  <glx> long lines full of operators are unreadable ;)
15:31:10  <nielsm> elide constants
15:31:35  <glx> especially if you add ternary in the line
15:31:43  <nielsm> all sorts of things that are difficult to think about and make the code harder to understand if written as it ends up in the machine code
15:32:38  <nielsm> so write code for others to read and understand
15:32:59  <Samu> it's doing the opposite of what i want :o moving faster on shalow, and slower on deep
15:34:22  <andythenorth> I have experimented with pax
15:34:25  <andythenorth> and cdist is broken
15:34:30  <andythenorth> not buggy, just broken
15:35:17  <glx> why ?
15:35:36  <glx> overflowed stations ?
15:36:43  <nielsm> classic pax: passengers go to the nearest station and hop on the first train they possibly can, get off at next stop
15:37:26  <nielsm> cdist pax: passengers go to the nearest station and pull a lottery ticket made by taking all seat numbers in the next 10 departures
15:38:03  <andythenorth> I turned town growth right down as an experiment
15:38:26  <andythenorth> specifically 'slow' with town road building forbidden
15:38:47  <DorpsGek_III_> [OpenTTD/OpenTTD] James103 commented on pull request #7924: Feature: Water tiles have a depth
15:39:03  <andythenorth> I've connected 8 big cities with 3k-8k popn
15:39:28  <andythenorth> and a bunch of smaller peripheral towns
15:39:48  <andythenorth> with 5 big cities connected, I could clear the stations
15:40:10  <andythenorth> but adding a couple more tipped it over so that there's always 2k-5k pax waiting
15:40:40  <andythenorth> I've added enough trains that most stations now have a queue for entry
15:41:18  <andythenorth> my track layouts aren't co-op efficient but eh
15:42:12  <andythenorth> I don't think there's a solution btw, nerfing town pax production isn't going to be fun
15:43:03  <nielsm> are you doing point to point, or mainline visiting all stations?
15:43:24  <andythenorth> it's a long linear line, with star feeders
15:43:38  <andythenorth> there are trains that do all stations, and some that skip
15:43:50  <glx> if all stations are interconnected cdist is crazy
15:44:01  <andythenorth> the intent of the skipping is that it stops A->G passengers blocking B, C, D, E, F etc
15:45:23  <andythenorth> what I don't know is if that just creates back pressure
15:45:42  <andythenorth> pax might be going A->G->F->E->D->C->B
15:45:48  <andythenorth> I've seen cdist do that with freight
15:45:51  <andythenorth> harder to tell with pax
15:46:17  <Eddi|zuHause> E->A->D->G->H->E?
15:46:24  <glx> yeah it probably adds a link and try to use it for other links
15:46:32  <Samu> cargo over a big number , i think 4096, gets instantly 0'ed
15:46:41  <Samu> i guess all packets are gone
15:47:42  <Eddi|zuHause> cargodist is notably horrible with handling overcrowded links
15:48:21  <Eddi|zuHause> whenever my cargodist overflows passengers, i increase the distance influence
15:50:29  <Samu> yes, it's finally doing what I want
15:53:12  <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7924: Feature: Water tiles have a depth
15:54:12  <Samu> this looks more readable now
15:54:14  <Samu>
15:54:48  <Samu> that uint should be perhaps WaterDepth
15:57:34  <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on pull request #7924: Feature: Water tiles have a depth
15:58:08  <Samu> that byte is maybe wrong
15:58:14  <Samu> will overflow
16:00:28  <Samu> better, but maybe less readable
16:01:21  <DorpsGek_III_> [OpenTTD/OpenTTD] TrueBrain merged pull request #7931: Add: [DorpsGek] announce new tags on IRC
16:01:27  <andythenorth> wow
16:01:44  <andythenorth> the difference between 0% and 20% distance effect on demand
16:01:51  <andythenorth> is signifcant
16:03:13  <TrueBrain> around 20%, you think?
16:03:30  <TrueBrain> well, from 0 to 20 is infinite higher, I guess
16:04:31  <andythenorth> I don't know what it's 20% of :)
16:04:39  <andythenorth> I guess the tile distance is in the src somewhere
16:05:44  <peter1138> What's the best engine for playing Doom or Heretic?
16:07:29  <nielsm> depends on what kind of doom or heretic you want to play, I think
16:07:33  <nielsm> :D
16:08:10  <andythenorth> I switched to gzdoom
16:08:12  <nielsm> gzdoom or prboom are those I remember hearing most about
16:08:26  <peter1138> Using gzdoom at the moment. Some things are... not right :p
16:08:45  <nielsm> (but frankly doom is not much of a nostalgia trip for me, I prefer quake 1)
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16:10:56  <DorpsGek_III_> [OpenTTD/OpenTTD] kiwitreekor updated pull request #7575: Feature: Add industry production graph
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16:19:06  <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro merged pull request #7930: Fix: Silence all notes when stopping song in fluidsynth
16:21:16  <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh updated pull request #7924: Feature: Water tiles have a depth
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16:23:20  <peter1138> Playing original Doom winds up some of my... younger friends.
16:23:31  <peter1138> "You've got an RTX 2080 and you play THAT?!"
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16:32:17  <DorpsGek_III_> [OpenTTD/OpenTTD] frosch123 opened pull request #7932: Fix #7925: Reset temporary saveload data at the start of loading.
16:34:18  <LordAro> ooh, frosch123 PR
16:36:16  <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro approved pull request #7932: Fix #7925: Reset temporary saveload data at the start of loading.
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16:42:45  <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro requested changes for pull request #7575: Feature: Add industry production graph
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17:03:03  <Eddi|zuHause> peter1138: what else would you play with an RTX 2080?
17:03:58  <Eddi|zuHause> that card is probably worth more than my whole computer :p
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17:20:45  <DorpsGek_III_> [OpenTTD/OpenTTD] James103 commented on pull request #7924: Feature: Water tiles have a depth
17:23:47  <peter1138> Eddi|zuHause, well, costs more, worth is a bit too subjective :)
17:24:37  <Eddi|zuHause> i bought an RX 580 for like 130€
17:25:27  <Eddi|zuHause> and my entire other computer was 800€, 9 years ago
17:26:13  <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh updated pull request #7924: Feature: Water tiles have a depth
17:26:20  <SpComb> RTX 2080 might be worth it for Transport Fever? :P
17:26:54  <SpComb> going into 1980 with most of the map built out, and FPS is dropping
17:27:22  <Eddi|zuHause> (that's not 100% true, i bought more storage for 300€ inbetween, and ram for 40€)
17:28:06  <Eddi|zuHause> (and another graphics card for 100€, that died half a year ago)
17:28:30  <DorpsGek_III_> [OpenTTD/OpenTTD] James103 opened issue #7933: [Azure Pipelines] #7924: The word "canceled" is misspelled.
17:31:08  <peter1138> ...
17:31:47  <nielsm> that's not even a bug in ottd's anything is it
17:32:23  <LordAro> i don't think so
17:33:05  <DorpsGek_III_> [OpenTTD/OpenTTD] PeterN commented on issue #7933: [Azure Pipelines] #7924: The word "canceled" is misspelled.
17:34:54  <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on issue #7933: [Azure Pipelines] #7924: The word "canceled" is misspelled.
17:34:54  <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh closed issue #7933: [Azure Pipelines] #7924: The word "canceled" is misspelled.
17:36:22  <LordAro> peter1138: tfw you have to look up the key for windscreen wipers in ETS2
17:38:09  <Eddi|zuHause> my dictionary says "canceled(AE)/cancelled(BE)"
17:39:23  <Eddi|zuHause> also, i shouldn't have 2 install processes downloading multiple GB at once
17:39:38  <Eddi|zuHause> ... and watch an online video at the same time
17:40:21  <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on pull request #7924: Feature: Water tiles have a depth
17:41:09  <nielsm> gah it's so hard to get a debugger attached to the regression tests
17:41:35  <LordAro> just run the same command they do?
17:41:41  <Eddi|zuHause> sounds like something that should be added to the makefile?
17:41:58  <LordAro> Eddi|zuHause: attaching gdb is part of the script
17:42:07  <LordAro> attching via VS is harder to do from a makefile though
17:42:14  <nielsm> I don't use gdb on windows with visual studio
17:42:29  <Eddi|zuHause> LordAro: i always find it non-trivial to find out what command is actually being run
17:43:08  <LordAro> NOT THAT COMPLICATED
17:43:17  <LordAro> OOPS CAPS
17:43:22  <crazystacy> rude
17:43:38  <Eddi|zuHause> RUDE
17:44:10  <Eddi|zuHause> LordAro: yeah, but looking at a script that is 4 levels deep in some subdirectory runs as "non-trivial" in my book
17:48:17  <LordAro> Eddi|zuHause: not wrong, it could echo the command it's running
17:49:40  <nielsm> I have no idea why this is crashing...
17:50:24  <Eddi|zuHause> so, i just got frostpunk, what are the odds of me failing horribly?
17:50:31  <nielsm> I try building a depot on the same tiles as the script does, and then destroy it from the same tile as the script
17:50:34  <nielsm> and it does not crash
17:51:00  <nielsm> but I also can't get the regression AI to load it seems?
17:51:20  <Eddi|zuHause> then you haven't isolated the conditions it crashing from...
17:56:38  <glx> frostpunk is not easy (from streams I've watched)
17:58:13  <Samu> maybe saveload conversion is crashing?
17:59:56  <glx> looks like an infinite loop in the regression
18:00:37  <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh updated pull request #7924: Feature: Water tiles have a depth
18:02:01  <glx> oh no, I know, it's the crash window
18:02:11  <glx> I remember seeing that before
18:02:44  <nielsm> yeah macos hangs if regression crashes
18:03:13  <glx> windows used to hang too
18:03:34  <glx> but IIRC I disabled crash window in dedicated
18:04:10  <nielsm> it actually uses null_v not dedicated_v for regressions
18:04:22  <glx> well or null_v
18:04:50  <glx> (was not recent)
18:05:56  <glx>
18:06:00  <glx> ah no it was not me
18:06:11  <DorpsGek_III_> [OpenTTD/OpenTTD] James103 commented on pull request #7932: Fix #7925: Reset temporary saveload data at the start of loading.
18:06:15  <nielsm> and regressions were failing for me locally not because of a crash or because of an actual failure, but because it found two copies of the same game script, which I had one of in my regular (stable) profile folder, and one in my development folder
18:07:26  <nielsm> James103 should really get onto irc so some of those rather over-excited and IMHO somewhat pointless comments and reports could be skipped
18:07:28  <nielsm> :s
18:07:49  <Samu> [img][/img] - even vanilla ships get altered
18:07:54  <Samu> I like this
18:08:03  <Samu> look at their speeds
18:08:19  <glx> please don't put the [img] tag ;)
18:08:41  <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh merged pull request #7932: Fix #7925: Reset temporary saveload data at the start of loading.
18:08:42  <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh closed issue #7925: A certain save-game corrupts the title screen sprites when loaded.
18:09:24  <Samu> and now the awesome code math around it
18:09:50  <glx> but speed on river should be a newgrf property :)
18:10:16  <Samu> it's about to not be :o
18:10:39  <glx> every data from newgrf must be defined by the newgrf author
18:10:45  <glx> that's the point of newgrf
18:10:45  <Samu>
18:10:55  <Samu> the code that corrects ship speed
18:11:38  <Samu> 	/* Purchase cost - Max speed */
18:11:38  <Samu> 	uint raw_speed = e->GetDisplayMaxSpeed();
18:11:38  <Samu> 	uint ocean_speed = e->u.ship.ApplyWaterClassSpeedFrac(raw_speed, WATER_DEPTH_MAX);
18:11:38  <Samu> 	uint canal_speed = e->u.ship.ApplyWaterClassSpeedFrac(raw_speed, WATER_DEPTH_MIN);
18:11:44  <Samu> the speeds displayed in gui
18:14:42  <Samu> took me 4 hours to get my maths working the way I wanted
18:15:11  <Samu> the effect is beautiful in my opinion
18:15:34  <Samu> ships move slower/faster, depending on the distance they are to the shore
18:15:44  <Samu> they're no longer pegged to max speed constantly
18:15:53  *** andythenorth has joined #openttd
18:17:13  <glx> oh but it's using engine data so it should be good
18:25:15  <snail_UES_> hey andythenorth, what did you end up deciding about your steamers’ animation?
18:25:26  <andythenorth> no animation
18:25:37  <snail_UES_> I see, so no rods either right?
18:25:47  <snail_UES_> what made you think so?
18:25:55  *** zvxb has joined #openttd
18:29:27  <andythenorth> general appearance
18:29:46  <andythenorth> rods look like
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18:30:42  <glx> hide the wheels behing a plate, better for air drag :)
18:33:31  <Samu> I wonder how many AIs will fail now thx to the depot requirements
18:34:02  <glx> well it's still a draft ;)
18:35:22  <andythenorth> glx: also means HE will explode on the wheels and eat the shell before it hits main armour
18:35:34  <andythenorth> oh wait, trains aren't tanks? :o
18:35:59  <crazystacy> what's all this talk about trains?
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18:38:33  <snail_UES_> andythenorth: so visible, but motionless rods?  9.9
18:38:49  <andythenorth> I didn't
18:38:59  <andythenorth> snail_UES_:
18:39:19  <andythenorth> I'm not happy with steam engine sprites yet, I need to learn how to draw them
18:40:20  <glx> <-- I think this function needs to check for video driver in 3 different places
18:44:01  *** zvxb has joined #openttd
18:44:11  <snail_UES_> steamers are all about shading :)
18:45:01  *** zvxb has quit IRC
18:45:05  <snail_UES_> it seems you made the 2nd pixel from top as the brightest one...
18:45:19  <glx> or the multiple definitions for ShowMacDialog() in should check the video driver
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18:45:40  <snail_UES_> I’d suggest to move it down to the 3rd, because of the way we “view” the world in the TTD perspective. It’s quite from the top
18:45:50  <DorpsGek_III_> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
18:45:50  <DorpsGek_III_>   - Update: Translations from eints (by translators)
18:46:06  <snail_UES_> I used to do the same as you in my older sprites and are changing now.. it looks better (of course, only for the big steamers)
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18:48:19  <Samu> game with 5000 ships, nonocab using buoys
18:48:22  <snail_UES_> also, 45mph for NG steamers in 1860 is just beyond insane :D :D
18:48:31  <Samu> the profits went down
18:48:38  <Samu> I expected worse
18:48:44  <snail_UES_> 35 would be more realistic… and even then it’d be “too” fast
18:51:40  <Samu> i'm making buoys relatively inneffective with these speed changes
18:51:57  <Samu> innefficient*
18:53:54  <andythenorth> snail_UES_: you're right, the boiler shading should be changed
18:54:03  <andythenorth> the tank wagons are correct, the steam engines are wrong
18:55:01  <Samu> AIs will have to trust pathfinders more now than before, and not relly on buoys... funny how things have turned
18:55:51  <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 opened pull request #7934: -Fix: [OSX] Don't show a crash/assertion message box for a GUI-less video driver.
18:56:13  * glx likes to write code he can't test
18:56:48  <andythenorth> so now I have to crash openttd on macos? :P
18:59:41  <snail_UES_> andythenorth: yep. I’m doing the same work on my steamers
19:00:52  <andythenorth> I have learnt many tricks to prevent diesels looking like rectangles
19:01:01  <andythenorth> but steam...not so much
19:05:45  <snail_UES_> steamers require exercise
19:05:57  <snail_UES_> more than shaping, it’s about shading
19:06:22  <snail_UES_> and detailing
19:15:46  <TrueBrain> right ... just shut down the k8s cluster ... we will see if I forgot anything :D
19:19:51  *** DorpsGek_III has quit IRC
19:20:03  <TrueBrain> there it goes :)
19:20:52  <TrueBrain> now "all" we have to do is port OpenTTD's CI to GitHub Actions :D
19:21:12  <TrueBrain> with the "cache" step it also means the ugly process of the Windows files can be solved a lot nicer
19:24:13  <DorpsGek_III_> [OpenTTD/website] TrueBrain opened pull request #144: Remove: [AzurePipelines] cleanup as we switched to GitHub Actions
19:25:20  <DorpsGek_III_> [OpenTTD/binaries-proxy] TrueBrain opened pull request #11: Remove: [AzurePipelines] cleanup as we switched to GitHub Actions
19:28:36  <DorpsGek_III_> [OpenTTD/binaries-proxy] TrueBrain updated pull request #11: Remove: [AzurePipelines] cleanup as we switched to GitHub Actions
19:28:46  <TrueBrain> hmm .. I found a bug in the deployment flow .. hmm ... time to figure out what broke :)
19:30:25  <DorpsGek_III_> [OpenTTD/DorpsGek] TrueBrain opened pull request #19: Add: badges to indicate the state of this repository
19:36:17  <DorpsGek_III_> [OpenTTD/binaries-proxy] LordAro approved pull request #11: Remove: [AzurePipelines] cleanup as we switched to GitHub Actions
19:36:24  <DorpsGek_III_> [OpenTTD/DorpsGek] LordAro approved pull request #19: Add: badges to indicate the state of this repository
19:36:31  <DorpsGek_III_> [OpenTTD/website] LordAro approved pull request #144: Remove: [AzurePipelines] cleanup as we switched to GitHub Actions
19:37:40  <DorpsGek_III_> [OpenTTD/website] TrueBrain merged pull request #144: Remove: [AzurePipelines] cleanup as we switched to GitHub Actions
19:37:47  <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro merged pull request #7914: Town, station and industry directory window sorting performance improvements
19:38:36  <DorpsGek_III_> [OpenTTD/binaries-proxy] TrueBrain merged pull request #11: Remove: [AzurePipelines] cleanup as we switched to GitHub Actions
19:38:43  <LordAro> LOUD NOISES
19:38:58  <DorpsGek_III_> [OpenTTD/DorpsGek] TrueBrain merged pull request #19: Add: badges to indicate the state of this repository
19:39:00  <TrueBrain> :D
19:39:23  <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro approved pull request #7791: GS method to control engine availability for a specific company
19:41:58  <LordAro> when do we think we should do beta3/RC1 ?
19:45:04  <TrueBrain> 3 months ago? :P
19:47:53  <LordAro> well yes, but taking into account that beta2 was 3 weeks ago
19:48:20  <andythenorth> I have played 150 years of beta 2
19:48:21  <andythenorth> or so
19:50:59  <TrueBrain> LordAro: the biggest question is: is 1.10 feature complete?
19:51:03  <TrueBrain> or is there anything else pending?
19:52:25  <Samu> nielsm, look at the last commit,
19:52:30  <Samu> would you like to test?
19:52:37  <Samu> cherry pick the commit
19:57:48  <milek7_> does any crash for corrupted savegame is reportable bug?
19:57:52  <milek7_> or it is limited to savegames that could be reasonably generated with game?
19:59:08  <LordAro> milek7_: depends how easy it is to fix :p
19:59:26  <LordAro> TrueBrain: no remaining features here, but not everything is necessarily added
20:00:43  <andythenorth> Daylength? o_O
20:00:45  <andythenorth> for 1.10?
20:00:58  * LordAro puts andythenorth back in his box
20:02:24  <TrueBrain> I see that the ICU keeps being pushed backwards :D
20:02:29  <TrueBrain> or forwards, what-ever :P
20:03:20  <LordAro> turns out it's quite hard to rewrite the rendering engine
20:03:23  <LordAro> text rendering*
20:03:49  <LordAro> i don't feel it'll be done for 1.10, that's for sure
20:03:57  <DorpsGek_III_> [OpenTTD/actions] TrueBrain opened pull request #4: Several fixes for repository_dispatch
20:04:28  <TrueBrain> so you can move that to 1.11 already :)
20:04:32  <dekeract[m]> LordAro: text rendering? Is it why industry names are too small in the map gui?
20:04:51  <LordAro> ha, no
20:05:00  <LordAro> you can blame Chris Sawyer for that one
20:05:16  <TrueBrain> lol, a PR from may? Maybe just close that .. clearly nobody cares enough :)
20:05:52  <nielsm> things I'd like to get in 1.10:
20:05:53  <nielsm>
20:05:56  <TrueBrain> okay, fixed a nasty bug that pushed "master" to "production" .. that was an oopsie :) Luckily for "website" "master" was in fact a tag :)
20:05:58  <nielsm>
20:06:02  <nielsm>
20:06:07  <nielsm>
20:06:08  <LordAro> nielsm: pls milestone
20:06:50  <DorpsGek_III_> [OpenTTD/actions] TrueBrain merged pull request #4: Several fixes for repository_dispatch
20:07:01  <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro commented on issue #6922: Replace ICU ParagraphLayout with something else?
20:07:12  <DorpsGek_III_> [OpenTTD/actions] TrueBrain created new tag: v1.0.3
20:07:18  <LordAro> \o/
20:07:34  <nielsm> oh yeah, ICU...
20:07:43  <LordAro> nielsm: what are your thoughts on #7870 ?
20:07:59  <LordAro> it's going to create an awful lot of translator churn
20:08:47  <milek7_> LordAro: well, i'm asking because it's rather easy to generate crashing savegames with afl..
20:08:55  <milek7_> but honestly I don't think it is worth to fix all these ;P
20:09:15  <milek7_> otoh some of it could be RCE when connecting to malicious server
20:09:34  <TrueBrain> milek7_: if you run AFL on network traffic, now that is interesting :D
20:10:32  <TrueBrain> we once run a fuzzer for over a week on network level
20:10:36  <nielsm> LordAro: as I wrote in my latest comment, I don't particularly like it, and I guess my main reason is that I think it's unnecessary
20:10:38  <TrueBrain> not sure if that was ever repeated
20:10:58  <nielsm> the style of the original tooltips and GUI in general is part of the flavour of the game
20:12:16  <nielsm> OTTD is a modernised retro game, while the contents is getting updates and improvements, the chrome should generally stay like something from 1994
20:12:23  <milek7_>
20:12:29  <LordAro> nielsm: i know what you mean
20:12:39  <LordAro> still, there should be some consistency
20:12:52  <LordAro> basically, it needs breaking down into logic changes that we can review individually? :D
20:13:11  <nielsm> yeah it might be easier to take if it's broken into smaller pieces
20:13:18  <TrueBrain> hmm .. if we make RC, does that mean cmake goes to master? As that would enable LGTM :D
20:13:40  <LordAro> milek7_: the issue is we don't really have any good way of recovering from invalid saves - most of the "correctness" is guarded by asserts, which obviously have no way to recover from, and are disabled in releases
20:14:02  <LordAro> TrueBrain: assuming it's actually mergable, which i'm pretty sure it isn't at this point :p
20:14:13  <glx> TrueBrain: once 1.10 branching is done we can merge cmake yes :)
20:14:21  <TrueBrain> LordAro: I am sure glx disagrees :P
20:14:21  <glx> maybe I need to rebase again
20:14:34  <nielsm> I still haven't tried the cmake branch myself...
20:14:40  <TrueBrain> you should!
20:14:43  <nielsm> have anyone tried how well it integrates with VS build?
20:14:50  <TrueBrain> worked like a charm for me
20:14:54  <glx> natively supported
20:15:00  <TrueBrain> well, with VS2019
20:15:06  <TrueBrain> VS2017 needs a bit of work (just a tiny bit)
20:15:18  <nielsm> so VS2015 is getting dropped too?
20:15:23  <TrueBrain> wasn't it already?
20:15:27  <nielsm> or, cmake probably has a generator for project files for it
20:15:37  <glx> cmake is a generator yes
20:15:39  <nielsm> 2015 is still supported, it should have all the C++11 parts we need
20:15:59  <TrueBrain> ah; it was said that it was going to be dropped anyway, when we started with CMake .. so I did not test VS2015 :)
20:16:10  <TrueBrain> honestly, supporting N and N-1 should really be sufficient
20:16:18  <nielsm> yeah there isn't much reason in supporting 2015 still
20:16:19  <TrueBrain> cmake will also drop GCC<old> and shit :P
20:16:29  <Samu> dbg: [sprite] Tried to load character sprite #242 as a normal sprite. Probable cause: NewGRF interference
20:16:45  <Samu> i'm getting tons of '?' over sea tiles
20:16:46  <nielsm> I think 2017 is the last version to have the winxp std libraries
20:16:46  <glx> but cmake -G "Visual Studio 2015" should work
20:17:08  <glx> it's just that since 2017 cmake is integrated in VS
20:17:19  <TrueBrain> lol, cmake even supports VS2008
20:17:20  <TrueBrain> silly
20:17:26  <glx> and support is even better in 2019
20:17:47  <nielsm> Samu, just disable/remove that block that draws water depths in debug builds
20:17:53  <TrueBrain> milek7_: can you share the patch you used to get afl working? (how are you targeting savegames, basically)
20:18:01  <nielsm> it's not supposed to be there forever anyway, just until a better method comes along
20:18:19  <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro commented on pull request #7729: Add #7525: Allow autoreplace with same model vehicle
20:18:23  <glx> andythenorth: I could probably add a temp commit to force a crash during regression
20:18:32  <TrueBrain> but yeah, I know LGTM shows a few places where corruption can happen .. so that might be really interesting to see :)
20:19:04  <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro commented on pull request #7934: -Fix: [OSX] Don't show a crash/assertion message box for a GUI-less video driver.
20:19:30  <TrueBrain> btw, LordAro, "glx22 force-pushed the TrueBrain:cmake branch from 80db1be to 1f5ecea 21 days ago"
20:19:42  <glx> I know LordAro, I know, I copy/paste the win32 message
20:19:46  <TrueBrain> but currently it indeed doesn't merge :P
20:19:52  <LordAro> TrueBrain: nyer
20:20:02  <TrueBrain> *stupid beta2 release*
20:20:03  <TrueBrain> :P
20:20:34  <milek7_> i just ugly patched loading intro code to take filename from cmdline
20:20:35  <TrueBrain> I am so happy everything is running in AWS now :D W00p \o/
20:20:53  *** crazystacy has joined #openttd
20:21:06  <TrueBrain> well, "everything"
20:21:11  <TrueBrain> now some old stuff to migrate ...
20:21:32  <TrueBrain> milek7_: oof, so that is going really slow? :D
20:21:34  <LordAro> TrueBrain: be good to get the noai docs moved, they've looked a bit sad for a while
20:21:37  <LordAro> (personally)
20:21:47  <glx> so should I crash test #7934 (ie add an assert(false) somewhere in the source) ?
20:21:50  <TrueBrain> that should be easy now I guess ..
20:22:34  <TrueBrain> so .. we used to generate the docs of the latest major/minor
20:22:42  <milek7_> and placed _AFL_INIT() before it to save some time on initialization, instrumentation with afl-clang-fast
20:22:53  <nielsm> btw when are we adding crypto? :D signed savegames (detect tampered and warn about saves from untrusted people), encrypted multiplayer, secure and automatic authentication to companies in multiplayer
20:23:04  <milek7_> and of course using uncompressed savegames
20:23:07  <TrueBrain> nielsm: and HTTPS connections .. yes plz
20:23:12  <milek7_> it runs around 4 runs/s per core
20:23:17  <TrueBrain> milek7_: haha, yes, that is kinda required :P
20:23:24  <TrueBrain> yeah, okay, so really slow; fair enough :)
20:23:25  <LordAro> basic md5 would be a good start for working out whether a save is corrupted or not
20:23:39  <TrueBrain> ... he said md5
20:23:40  <TrueBrain> lolz
20:23:54  <LordAro> it's perfectly good as a checksum
20:24:00  <glx> md5 stored in the savegame ?
20:24:08  <TrueBrain> nielsm: we never added a crypto library, as that kinda grows OpenTTD .. but given its size nowedays, I guess nobody would really notice :)
20:24:13  <LordAro> we're not going to get collisions from savegames
20:24:16  <milek7_> at least CRC32 doesn't pretend it is for security ;P
20:24:16  <nielsm> well corrupted saves usually mean the game writing the save wrote exactly what it intended to and you received that exact file, but the basis for writing the savegame was corrupted already
20:24:18  <LordAro> not ones we care about, anyway
20:24:22  <nielsm> or there was a bug in the version writing it
20:24:28  <LordAro> milek7_: CRC32 works too
20:24:56  <nielsm> with compressed saves, we already have CRC really
20:25:01  <TrueBrain> yup
20:25:09  <nielsm> unless something decompressed the save and altered it then recompressed
20:25:10  <TrueBrain> adding another hash won't help you
20:25:21  <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro approved pull request #7868: Feature: NewGRF callback profiling
20:25:26  <TrueBrain> if you can decompress a save, you can rewrite the hash
20:25:28  <LordAro> true
20:25:46  <TrueBrain> but really, https would be very useful to have
20:25:47  <andythenorth> oof big cdist network :)
20:25:53  <TrueBrain> hmm .. cloud-saves ..... hmmmmmm
20:25:55  <TrueBrain> right, docs
20:25:59  <TrueBrain> when do we want docs ..
20:25:59  <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro approved pull request #7688: Feature: Auto-restart loads the original resources again
20:26:01  <nielsm> my idea is actually to generate a private key in a separate file in the user's config/profile folder for ottd, and use that for several authentication purposes
20:26:02  <andythenorth> negative transfer income for vehicles :P
20:26:04  <TrueBrain> should a beta generate 1.10 docs already?
20:26:07  <andythenorth> killing my trains
20:26:23  <LordAro> TrueBrain: i'd be tempted to say no
20:26:27  <TrueBrain> RCs?
20:26:32  <LordAro> stables only, imo
20:26:35  <TrueBrain> k
20:26:44  <TrueBrain> so ... I need an S3 bucket
20:26:55  <TrueBrain> I need to know when a stable release is created
20:26:59  <TrueBrain> and extract the docs there
20:27:37  <andythenorth> that would be a nice reusable thing :P
20:27:38  <andythenorth> but eh
20:28:09  <TrueBrain> if I remember correctly, we patch up the doxygen files for it to work on the web like this ..
20:28:33  <Samu> difficult to see where depth 300 is :p
20:30:15  <TrueBrain> yeah, a 'sed' is used to add some custom text
20:30:22  <Samu> im not sure how it actually works, seems that a little tiny island
20:30:37  <Samu> can affect a buttload of
20:30:42  <Samu> sea depth around
20:31:08  <TrueBrain> okay, that addition sounds a bit pointless, honestly
20:32:34  <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro commented on pull request #7870: Change: improved english tooltips
20:32:47  <milek7_> from quick looks on results, most are crashes on assertions, but there are some sneaky corruptions too (runs for few seconds and segfaults) or double-frees
20:32:59  <TrueBrain> so, the only question is: who is going to do the extracting of the docs tarball to an S3 .. hmm .. interesting
20:33:16  <nielsm> Samu well yes, usually islands aren't a narrow pillar of rock in a deep ocean :P
20:33:24  <nielsm> they tend to have a bunch of support around
20:33:27  <TrueBrain> milek7_: the latter two can be interesting. I guess the first won't get much attention currently
20:33:51  <Samu> what have you done to terragenesis?
20:34:15  <Samu> seems that the water isn't at it's full depth
20:34:17  <milek7_> i'm not really sure if it double-free really but messages like "free(): invalid next size (fast)" suggest it ;P
20:36:06  <TrueBrain> <- well .. Doxygen is not always useful, I see
20:36:08  <DorpsGek_III_> [OpenTTD/OpenTTD] frosch123 commented on pull request #7868: Feature: NewGRF callback profiling
20:36:40  <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 updated pull request #7934: -Fix: [OSX] Don't show a crash/assertion message box for a GUI-less video driver.
20:37:02  <glx> added a crash test, will be faster than waiting for an OSX user ;)
20:37:06  <Samu> everything starts at depth 0?
20:37:11  <Samu> for terragenesis
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20:39:43  <frosch123> TrueBrain: it's more useful for noai and nogo
20:41:54  <TrueBrain> yeah, so I think I am going to recycle, and put them both on there
20:41:58  <TrueBrain> as that makes it a bit easier
20:43:03  <andythenorth> \o/
20:43:16  <TrueBrain> on one side I can make a Docker, which collects all the docs of all the releases, and host that
20:43:26  <TrueBrain> on the other side, I can make an S3 bucket and put it on there
20:44:29  <TrueBrain> currently we store docs of every release we ever made .. (well, unless someone forgot to publish a version, ofc). Do we really care about older docs?
20:44:33  * andythenorth is starting to favour S3 :P
20:44:35  <TrueBrain> (to be online, that is)
20:44:38  <andythenorth> it's simple
20:45:02  <glx> ok my fix seems to work
20:45:07  <andythenorth> \o/
20:46:00  <glx>
20:47:19  <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 updated pull request #7934: -Fix: [OSX] Don't show a crash/assertion message box for a GUI-less video driver.
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20:48:03  <frosch123> TrueBrain: i guess docs for master are enough, but it would be nice if old urls would redirect there
20:48:20  <TrueBrain> master? Or latest release?
20:48:29  <frosch123> master
20:48:52  <TrueBrain> as if I would be to build a NoAI, I would want the docs of the latest release, not the current development version .. as it might have things I cannot use?
20:49:00  <frosch123> the main purpose of hosted docs is to get linked from answers on forums/reddit/irc/whatever
20:49:20  <TrueBrain> ah; okay, fair
20:49:25  <TrueBrain> so it needs to rebuild every night, basically
20:49:31  <frosch123> if we care we can add @since to all api functions
20:49:38  <frosch123> not sure whether we already do that
20:49:53  <glx> it's in the changelog :)
20:50:23  <TrueBrain> frosch123: we do not; but that might be a nice addition
20:50:29  <TrueBrain> glx: the changelog would be too far away, honestly
20:50:31  <glx> but adding a tag in the doxygen seems nice yes
20:51:01  <TrueBrain> annoying job to catch up now, but it is just a matter of doing
20:51:39  <TrueBrain> okay, so that makes this pretty simple tbh .. just needs doing, ofc :)
20:51:56  <TrueBrain> and doxygen looks very ugly btw
20:52:14  * andythenorth wavey hands
20:52:18  <LordAro> you're welcome to put some effort into styling it :p
20:52:43  * andythenorth happy to update links in the wiki if urls change
20:52:46  <TrueBrain> I would rather burn it, drown it, launch it into space, and rip it apart
20:52:49  <TrueBrain> but that is just my impuls
20:52:54  <frosch123> TrueBrain: problem with docs only for "master" is that not all doxygen links are permanent
20:52:57  <frosch123> like
20:53:11  <frosch123> no idea where that hash comes from, and what it means
20:53:14  <frosch123> and how stable it is
20:53:25  <andythenorth> also we'd ideally publish beta / RC docs no?
20:53:30  <TrueBrain> owh, that is just bullshit, holy crap ..
20:54:18  <glx> oh nice with my fix OSX regression output even shows useful info hidden from other platforms (basically it displays the crashlog)
20:54:23  <andythenorth> :D
20:54:43  * andythenorth needs daylength 1.5 or so 
20:54:50  <andythenorth> maybe I just scale in the newgrf
20:54:51  <andythenorth> fake dates
20:56:07  <TrueBrain> frosch123: so publishing releases-only solves that issue, I guess
20:56:49  <frosch123> let me try something, it may just be a doxygen setting
20:57:19  <TrueBrain> <- this is old :D
20:57:24  <LordAro> :D
20:58:04  <frosch123> noai tournaments are a hobby among teenagers
20:58:14  <andythenorth> snail_UES_: daylength via fake intro dates? o_O
20:58:14  <TrueBrain> 2008 :D
20:58:15  <TrueBrain> haha
20:58:47  <snail_UES_> andythenorth: introducing a 1950 engine in year 2000?
20:59:17  <TrueBrain> it was fun to build that tournament stuff :) Some AIs did weirdly well :)
20:59:29  <TrueBrain> frosch123: okay, let me know if you can fix this hash stuff :) Would be nice :)
20:59:51  <snail_UES_> the problem with daylength is the rebalancing of incomes and costs… it involves the whole game, not just a newgrf
21:00:08  <snail_UES_> though I do hate seeing steamers getting extinct so soon :p
21:00:25  <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro approved pull request #7934: -Fix: [OSX] Don't show a crash/assertion message box for a GUI-less video driver.
21:00:48  <snail_UES_> and the other issue is, I use the “total town replacement” newGRF that evolves the looks of houses etc. as time goes by
21:01:15  <snail_UES_> so it wouldn’t work… you’d still have 1890s steamers running across a town with modern skyscrapers
21:01:50  <snail_UES_> I sometimes use the “year cheat” in my games, reverting back to the previous year on jan 1st :p
21:02:13  <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 merged pull request #7934: -Fix: [OSX] Don't show a crash/assertion message box for a GUI-less video driver.
21:04:37  <frosch123> TrueBrain: apparently it is a md5sum of the function signature, so is stable as long as the function does not change
21:04:48  <frosch123> so, no problem
21:05:04  <TrueBrain> k
21:05:07  <TrueBrain> so master-only it is
21:05:11  <TrueBrain> we can iterate from there
21:05:30  <andythenorth> hmm, house dates could be adjusted
21:06:08  <andythenorth> costs, income etc wouldn't affect my grfs significantly
21:07:17  <snail_UES_> house date could only be adjusted by editing the TTRS newGRF… right? even bridge introduction dates etc
21:08:32  <frosch123> well, all lies
21:08:47  <frosch123> 1.9 docs have the same hashes as my local docs
21:08:54  <frosch123> but the 1.8 docs have different ones
21:09:12  <frosch123> the 1.8 docs also have a very different layout, so maybe it is specific to the doxygen version or something
21:10:20  <TrueBrain> 1.5.6 vs 1.8.13
21:10:22  <TrueBrain> so possible :)
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21:11:11  <frosch123> at least they are not random
21:11:16  <andythenorth> what we need is a patch that lies to the newgrf date var
21:11:34  <TrueBrain> so ... S3 websites doesn't support https for custom domains ...
21:11:42  <andythenorth> oof that's very lame
21:11:48  <andythenorth> also wtf?
21:11:53  <TrueBrain> yeah, my thought
21:12:17  <TrueBrain> so it needs CloudFront in front of it
21:12:24  <TrueBrain> I don't want to :(
21:14:09  * andythenorth was just reading that
21:14:14  <andythenorth> wtf is cloudfront even
21:14:19  <andythenorth> I love the cloud, I hate the cloud
21:17:07  <LordAro> Computers 👏 were 👏 a 👏 mistake
21:17:16  <TrueBrain> hello Karen
21:17:17  <TrueBrain> holy crap
21:17:19  <TrueBrain> never do that again plz
21:17:34  <TrueBrain> hmm ... so basically creating a Docker and running it with ECS is easier :P
21:17:53  <TrueBrain> (as I have that infrastructure ready)
21:22:36  <TrueBrain> meh; one way or the other, I need to solve this S3 issue anyway, as I want to move the binaries to there too ...
21:22:45  <TrueBrain> right, something to think about
21:22:46  <TrueBrain> night all
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21:48:57  <Samu> crap, i had a but in those speed_fracs
21:49:09  <Samu> speed_frac = min(255, speed_frac);
21:49:22  <Samu> i had 256, but 255 is what it should be
21:49:39  <DorpsGek_III_> [OpenTTD/OpenTTD] sheepo99 commented on pull request #7870: Change: improved english tooltips
21:50:47  <Samu> in fact, i don't think i even need to min anymore
22:08:22  <Samu> I better make sure...
22:24:37  <Samu> confirmed, don't need the min(255, speed_frac); at all
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22:43:45  <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on pull request #7868: Feature: NewGRF callback profiling
22:44:37  <Samu> woah, the station patch is in!
22:46:13  <Samu> inb4 conflicts
22:46:57  <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on pull request #7729: Add #7525: Allow autoreplace with same model vehicle
22:47:23  <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh merged pull request #7688: Feature: Auto-restart loads the original resources again
22:48:07  <andythenorth> nielsm: if sea has depth....can I lower land below sea level? o_O
22:48:29  <Samu> it lowers by itself
22:48:33  <Samu> but no
22:49:13  <nielsm> andythenorth: not really no, but otoh the OTTD map model does allow water at any tile height
22:49:30  <nielsm> sea, river and canal tiles are really not very different at all
22:49:39  <Samu> btw nielsm, your terragenesis is producing weird depth levels
22:49:48  <Samu> everything is 10 meter
22:50:09  <Samu> at the start
22:50:10  <nielsm> I think in the original ttdpatch implementation, rivers and canals were only distinguished from sea from being at above level zero
22:50:36  <nielsm> samu depends on height settings
22:51:26  <Samu> hmm i think i had alpinist, not sure
22:51:41  <nielsm> try alpinist with medium or high sea level
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22:56:22  <DorpsGek_III_> [OpenTTD/OpenTTD] sheepo99 commented on pull request #7729: Add #7525: Allow autoreplace with same model vehicle
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