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00:06:52 *** Wormnest_ has quit IRC 00:23:03 *** ToBeFree has joined #openttd 00:36:19 *** HerzogDeXtEr2 has quit IRC 00:41:29 *** hythlodaeus has joined #openttd 00:41:46 <hythlodaeus> hello 00:45:06 *** ToBeFree has quit IRC 00:46:38 *** hythlodaeus has quit IRC 00:48:43 *** Pikka has joined #openttd 00:58:44 *** snail_UES_ has quit IRC 01:07:41 *** snail_UES_ has joined #openttd 01:11:59 <DorpsGek_III_> [OpenTTD/OpenTTD] floodious commented on issue #7830: Load font from openttd config file directory, not from working directory. https://git.io/JewMG 01:22:38 *** innocenat_ has quit IRC 01:26:31 *** Flygon has joined #openttd 01:26:35 <DorpsGek_III_> [OpenTTD/OpenTTD] floodious commented on issue #7830: Load font from openttd config file directory, not from working directory. https://git.io/JewMG 01:29:36 *** colde has quit IRC 01:31:50 *** Pikka has quit IRC 02:05:57 *** Pikka has joined #openttd 03:02:59 *** glx has quit IRC 03:08:03 *** Wormnest_ has joined #openttd 03:11:03 *** debdog has joined #openttd 03:11:25 *** Wormnest_ has quit IRC 03:13:04 <DorpsGek_III_> [OpenTTD/OpenTTD] James103 commented on pull request #7938: Feature: Setting for a year that repeats forever https://git.io/JvUSs 03:14:27 *** D-HUND has quit IRC 04:11:13 <DorpsGek_III_> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7938: Feature: Setting for a year that repeats forever https://git.io/JvU9i 05:09:09 *** colde has joined #openttd 05:35:45 *** snail_UES_ has quit IRC 05:41:57 *** snail_UES_ has joined #openttd 05:43:30 *** snail_UES_ has quit IRC 06:21:18 *** colde has quit IRC 06:40:17 *** zvxb has joined #openttd 06:41:29 *** crazystacy has joined #openttd 07:29:20 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on pull request #7938: Feature: Setting for a year that repeats forever https://git.io/JvU7Q 07:41:06 *** andythenorth has joined #openttd 07:43:41 <andythenorth> o/ 07:45:49 <Pikka> o/ 07:47:22 *** nielsm has quit IRC 07:51:35 *** Smedles has joined #openttd 08:08:59 *** nielsm has joined #openttd 08:16:22 <andythenorth> what haps Pikka? 08:16:38 <Pikka> is hand-drawing planes a good idea? 08:19:16 <andythenorth> hmm 08:19:21 <andythenorth> never tried :) 08:19:25 <andythenorth> hand drawing ships is...slow 08:21:42 <andythenorth> are ships like planes? o_O 08:22:07 <Pikka> maybe 08:32:03 * andythenorth renders all the ships 08:32:10 <andythenorth> no but maybe I should :P 08:50:20 <Pikka> https://i.imgur.com/uDcozOc.png 08:51:48 <crazystacy> that's so nice 08:54:21 <Pikka> two down, three to go for the basic views of one plane :) then just... 15 to go. and all the other variant sprites... 08:54:24 * Pikka bbl 08:54:33 *** Pikka has quit IRC 09:23:00 *** crazystacy2 has joined #openttd 09:26:06 *** Samu has joined #openttd 09:30:22 *** crazystacy has quit IRC 09:38:04 *** Etua has joined #openttd 09:41:06 *** crazystacy2 has quit IRC 10:00:29 *** colde has joined #openttd 10:14:34 *** andythenorth has quit IRC 10:20:25 *** innocenat_ has joined #openttd 10:50:48 *** ToBeFree has joined #openttd 11:11:04 <_dp_> tf is sprite sorter doing 11:11:08 <_dp_> cubic sorting x_x 11:31:54 <DorpsGek_III_> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7938: Feature: Setting for a year that repeats forever https://git.io/JvUAa 11:35:21 <Eddi|zuHause> _dp_: lesson learned from 20+ years of TTD modding: never question the sprite sorter. if you fix one thing, it breaks in another place 11:36:32 <_dp_> idk, replacing that crap with std::sort pretty much solves 4k :p 11:38:00 <Eddi|zuHause> what about all the corner cases? 11:41:04 <_dp_> Eddi|zuHause, what corner cases? 11:41:35 <Eddi|zuHause> overlapping bounding boxes and stuff? 11:42:14 <_dp_> how's that a corner case, that's only thing it does xD 11:42:29 <_dp_> sorting overlapping stuff 11:45:57 <Eddi|zuHause> yes, but in the translation from 3D-space (bounding boxes) to 3D-space (sprites) there are sometimes cycllic dependencies that cannot be properly resolved 11:46:30 <Eddi|zuHause> seoncd 3D shoudl be 2D 11:46:44 *** WormnestAndroid has quit IRC 11:46:57 *** WormnestAndroid has joined #openttd 11:46:57 <_dp_> Eddi|zuHause, yet it does somehow order them :p 11:47:12 <_dp_> only problem is to define an ordering properly 11:47:42 <Eddi|zuHause> there is no way to order it properly. 11:48:02 <Eddi|zuHause> every order you choose will cause some situation to be resolved the wrong way 11:48:26 <Eddi|zuHause> if you choose a different way, some different situation will be resolved the wrong way 11:50:16 <_dp_> Eddi|zuHause, that means current sorter is broken as well so even more reasons to replace it with something faster :p 11:51:10 <Eddi|zuHause> _dp_: what i meant to say was: you need to make sure the new "faster" method is broken in exactly the same way 11:51:33 <Eddi|zuHause> it must be "bug-for-bug" compatible :p 11:52:55 <_dp_> well, that just means "proper" ordering is the one that current sorter generates xD 11:53:42 <_dp_> should be solvable with at least quadratic algorithm 11:55:58 <_dp_> looking at this sorter though... 11:56:05 <_dp_> does this damn thing even sort? xD 11:57:38 <_dp_> seems bugged even for stuff that's unambiguously ordered 11:58:06 <Eddi|zuHause> if you don't know what it does, how do you know it's cubic? 12:01:47 <_dp_> Eddi|zuHause, coz it lags like crazy :p 12:04:56 <_dp_> also algo itself is clearly cubic, it's just that sprites are mostly unordered and somewhat pre-sorted 12:06:07 <milek7_> there was optimized version somehwere on github 12:07:31 <milek7_> https://github.com/jmakovicka/OpenTTD/commit/c8031f888013a97dea7ff6405b3c970cc7a36d67 and https://github.com/jmakovicka/OpenTTD/commit/5e299abb37e1046603fa8945e8367a297d82d7bf 12:08:41 <_dp_> milek7_, is that the one that was reverted? ;) 12:09:40 <milek7_> yes, but reportedly that second commit fixes it 12:10:42 <_dp_> idk, if it uses qsort why not just qsort it all the way 12:10:50 <_dp_> any bug-for-bug thing is gone already anyway 12:12:22 *** Etua has quit IRC 12:19:34 <milek7_> hm, there is yet another version https://github.com/jmakovicka/OpenTTD/commit/1994c21ea97dbba5b26c9d1d428e72f8f2ed99d7 12:20:02 <_dp_> well, same issue 12:21:02 <_dp_> if I understand it correctly problem is that unordered sprites aren't really unordered 12:21:23 <_dp_> otherwise just a center mass qsort already does everything that sprite sorted does 12:21:27 <_dp_> just differently 12:23:40 <milek7_> i don't get almost any performance improvement with it anyway 12:24:13 <milek7_> both original and modified cause ~100ms lag when unzooming 12:25:36 <_dp_> I haven't tested that patch but replacing everything with https://pastebin.com/FFA7pVLc improves it significantly 12:25:50 *** Etua has joined #openttd 12:26:27 <_dp_> even more if sum is precalced 12:27:49 <_dp_> it still lags a bit but it's 150ms vs 1s 12:28:14 <_dp_> and those 150 aren't even in sorter 12:30:49 <milek7_> still ~100ms 12:31:13 <milek7_> resolution too low for it to matter? 12:31:42 <_dp_> milek7_, what res are you testing on? 12:31:52 <milek7_> 1440p 12:31:52 <_dp_> it's not a issue below 4k afaik 12:32:28 <_dp_> yeah, probably too low. you can try removing sorter completely to see what's lagging 12:32:51 *** andythenorth has joined #openttd 12:37:18 <milek7_> ok, on 3640x1440 12:37:31 <milek7_> on original 2.5s.. 12:38:00 <milek7_> and 100ms with qsort 12:51:04 *** hythlodaeus has joined #openttd 12:57:52 *** snail_UES_ has joined #openttd 13:06:51 *** andythenorth has quit IRC 13:15:15 *** snail_UES_ has quit IRC 13:15:50 *** Pikka has joined #openttd 13:22:55 <Samu> problem displaying lifetime profit, it's too long https://i.imgur.com/fjkUuTc.png 13:23:00 <Samu> what can I do? 13:25:15 <Arveen2> earn less moneys :D 13:29:17 <Samu> it's the PR I'm doing 13:39:24 <Samu> whole map screenshot shouldn't exist 13:39:35 <Samu> now im waiting an hour for it to finish 13:46:17 <Arveen2> how big is the map ? 13:48:17 <Samu> 2kx1k 13:48:54 <Samu> anyway, i need to solve the lifetime PR 13:48:59 *** andythenorth has joined #openttd 13:49:10 <andythenorth> why are infrastructure costs? 13:49:13 <Samu> profit too big don't fit the window 13:49:18 <andythenorth> or should I stay out of problems forum? :P 13:51:55 <Eddi|zuHause> yes 13:52:20 <Eddi|zuHause> it's not like you can just turn them off 13:57:22 <Pikka> fly swallowing 13:57:40 <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7919: Lifetime profit https://git.io/JvUjq 13:59:53 <Samu> i dunno what to do 14:00:23 <andythenorth> too much fly swallowing 14:00:36 <andythenorth> 'forbid 90 degrees' 14:00:38 <Samu> there's sort by profit this year, last year, and lifetime. it would be odd not to display lifetime profit 14:00:40 <andythenorth> or just don't build them? 14:00:58 <andythenorth> 'airport noise levels' or just don't build lots? 14:01:35 <Samu> but it doesn't fit :( 14:01:45 * andythenorth isn't grumpy, just tired :P 14:02:01 <andythenorth> Eddi|zuHause did I explain that I've solved cdist pax problem? o_O 14:02:14 <Pikka> samu, does it still truncate if you stretch the window out? I guess people who want to see the number can just make the window larger? :) 14:03:03 <Samu> im unsure i can do that 14:03:16 <Samu> auto stretch itself 14:03:30 <Samu> no it doesn't truncate 14:03:37 <Samu> it shows the whole thing 14:03:49 <andythenorth> isn't it solved in JGR? https://www.reddit.com/r/openttd/comments/eoc86d/grf_recommendations/fecwmko/ 14:04:30 <Pikka> andythenorth: FWIW, my recent GRFs all have a "halve costs" parameter which just sets the running and purchase cost factors 1 lower. simples for sandbox play. 14:04:31 <Samu> i dont think JGR displays lifetime profit on vehicle lists 14:04:40 <Samu> it only got sort by lifetime profit 14:04:43 <Samu> but im unsure 14:04:45 <andythenorth> reddit says it does? Or I misunderstood 14:04:51 <andythenorth> anything you want, it's in JGR 14:04:56 <andythenorth> unrelated, it's interesting watching a community switch platform 14:05:03 <andythenorth> reddit is now pretty much 100% JGR 14:05:20 <Samu> that means you failed 14:05:21 <Samu> :( 14:05:30 <Samu> j/k 14:05:34 <andythenorth> or won 14:05:42 <Samu> i need to install JGR to see what it does 14:05:45 <andythenorth> a lot 14:05:57 <andythenorth> the added features are quite remarkable 14:06:12 <andythenorth> I find it overwhelming, and my general idea for core OpenTTD is generally 'less' 14:06:33 <Pikka> +1 to removing rivers and canals then? ;) 14:06:39 <andythenorth> there's some gradual loading thing for trains where they drive slowly through stations 14:06:43 <andythenorth> remarkable 14:06:48 <andythenorth> I don't think it got shunting though 14:06:48 *** Etua has quit IRC 14:06:58 <andythenorth> Pikka: +1 to rivers and canals are broken 14:07:08 <andythenorth> I think I diverge on solutions :P 14:07:20 <Pikka> honestly I just can't be bothered drawing them for my landscape set :P 14:07:37 <andythenorth> fair 14:07:58 <andythenorth> hmm costs 14:08:00 <andythenorth> parameter 14:08:02 <andythenorth> nah 14:09:09 <andythenorth> although 14:09:29 <andythenorth> 5 out 146 trains lost money last year in my game 14:09:44 <andythenorth> but they are all on a route where I have an escape depot at the loading station 14:09:49 <Arveen2> 🍕 ? 14:09:56 <andythenorth> and the problem is I have 4 more trains than I need 14:10:00 * andythenorth deletes 4 trains 14:11:04 <Samu> testing JGR, he's cheating 14:11:42 <andythenorth> o_O 14:11:49 <Samu> [img]https://i.imgur.com/sWTcRZA.png[/img] 14:12:02 <Samu> the window is large by default thx to that extra cargo list stuff 14:12:41 <andythenorth> hmm 14:12:53 <andythenorth> cargo list filter eh 14:13:01 * andythenorth wonders 14:13:39 <andythenorth> I did start using JGR to see what would be worth adopting 14:13:53 <andythenorth> but I couldn't see the wood for the trees, and found gameplay very confusing initially 14:20:15 <SpComb> I think that could be said for anyone trying vanilla OpenTTD for the first time :/ 14:21:01 <andythenorth> familiar things are familiar 14:21:01 <hythlodaeus> i'm relatively new to openttd and i did not find it all that confusing 14:21:25 <hythlodaeus> the game could use a real manual tho 14:21:51 <SpComb> I suppose the fact that a bunch of useful features are hidden behind ctrl-clicks doesn't really hurt beginners, they just won't use things like shared ordered 14:22:05 <andythenorth> wiki hythlodaeus? o_O 14:22:15 <Pikka> a UI overhaul is well overdue 14:22:21 <hythlodaeus> the wiki is frankly poorly organised 14:22:29 <andythenorth> potato / potato 14:22:35 <Pikka> every feature that's ever been added has been stuck in sideways to an interface designed for a much simpler game in 1994 14:22:40 <SpComb> BTW the concept of distinct lines in TpF2 would definitely be worth considering, with vehicles assigned to lines 14:22:46 <andythenorth> I don't like wikis, but I went through our wiki assuming it was crap and needed fixing 14:22:55 <andythenorth> and in some places it was easy to spot what was wrong 14:23:01 <andythenorth> but lots of it kind of 'eh ok' 14:23:07 <SpComb> although please keep the "skip order" thing so that you can control which station individual vehicles are going to 14:23:09 <hythlodaeus> I do not think wikis are replacement for manuals 14:23:21 <andythenorth> you prefer the product of a single mind? 14:23:57 * andythenorth waits for JGRPP to compile :| 14:24:02 <hythlodaeus> no, just something that's organised in a coherent way and doesn't mix gameplay tips and pseudo tutorials with feature listing 14:24:08 <SpComb> although with the more dynamic pathfinding in OpentTD, it would probably be difficult to get the same kind of line overlay as TpF2 has 14:25:03 <SpComb> which is, I guess, the most useful feature for that concept 14:25:18 <hythlodaeus> as for the UI, I do not find it so bad. Some things are indeed poorly sandwiched here and there, but i have seen much much worse 14:25:25 <SpComb> you can zoom in on a piece of track and see what lines are using that track 14:25:28 <hythlodaeus> I like the UI in fact. 14:25:39 <andythenorth> ok first problem in JGR 14:25:42 <andythenorth> I have to make plans? 14:25:44 <andythenorth> what is a plan? 14:25:55 <SpComb> I haven't run into any of that 14:25:57 <milek7_> automatically creating group when creating shared orders 14:26:05 <milek7_> would be useful 14:26:06 <andythenorth> I also need to configure my zones 14:26:08 <andythenorth> what are zones? 14:26:45 <hythlodaeus> sounds like you're playing a mod that's the fruit of specific individual tastes 14:26:52 <hythlodaeus> does it come with proper documentation? 14:27:11 <milek7_> static platform allocation in tf2 annoyed me 14:27:29 <Eddi|zuHause> documentation? what fantasyworld do you live in? 14:27:32 <FLHerne> andythenorth: Plans are just a way to doodle on the map 14:28:01 <hythlodaeus> Eddi|zuHause: documentation is sort of my thing 14:28:07 <andythenorth> so how do I build the plan? 14:28:12 * hythlodaeus wants to write manual for openttd in the future 14:28:19 <andythenorth> where's the button for 'build this plan'? 14:28:20 <FLHerne> andythenorth: Click 'New', click-and-drag on the world, there'll be a squiggly line on the world 14:28:26 <milek7_> nobody reads manuals 14:28:34 <FLHerne> Under 'Plan list' in the map menu 14:28:38 <Eddi|zuHause> hythlodaeus: there was a guy who wrote a german manual once. he sold about 3 copies... 14:28:44 <hythlodaeus> milek7_: except when they do 14:28:46 <SpComb> yeah, the routing/pathfinding in TpF2 is way too static, being able to better balance trains across multiple platforms would definitely be an improvement 14:29:13 <andythenorth> plans are not on the minimap? 14:29:23 <FLHerne> No 14:29:31 <hythlodaeus> no, openttd needs an ingame manual that functions a bit more like help topics on office software 14:29:39 <Eddi|zuHause> SpComb, milek7_: yeah, that was a problem since train fever. it means you need one platform per line, and makes stations bigger than they need to be 14:29:47 <SpComb> ooh yes clippy 14:29:53 <hythlodaeus> no, not clippy 14:30:06 <hythlodaeus> although a little train mascot would be cool 14:30:11 <andythenorth> first thing I did with plans was write my name 14:30:16 <andythenorth> then try and see it on minimap 14:30:16 <Eddi|zuHause> "looks like you're trying to build a train line. can i help you with that?" :p 14:30:18 <FLHerne> andythenorth: Functionally, they're sort of a long sign? 14:30:19 <hythlodaeus> "it seems your train has crashed. woul you like to help with that?" 14:30:26 <andythenorth> what's the % button in vehicle orders? 14:30:31 <andythenorth> it doesn't do anything when I click it 14:30:45 <andythenorth> well it toggles up / down, to be precise 14:30:48 <andythenorth> but nothing else happens 14:31:13 <Eddi|zuHause> hythlodaeus: iirc there is a tutorial scenario/game script, maybe start with that? 14:31:22 <hythlodaeus> but essentially an in game manual with a search function would help a lot 14:31:38 <hythlodaeus> i've seen the tutorial scenario, and i did not like it 14:31:41 <andythenorth> 'load if available' would fix cargodist 14:31:44 <FLHerne> andythenorth: It toggles a column 14:31:50 <Eddi|zuHause> hythlodaeus: and who would keep that ingame manual up to date? 14:31:54 <FLHerne> If there are any actual orders 14:31:57 *** supermop_work has joined #openttd 14:32:09 <andythenorth> 'load if available' / 'load by cargo type' /s 14:32:13 <FLHerne> It shows you what the average load was for each order 14:32:27 <andythenorth> if cargodist loads the wrong cargo, the link appears to then never be destroyed 14:32:39 <andythenorth> always using 'load by cargo type' would solve that 14:32:44 <Eddi|zuHause> andythenorth: in TF2 you can set loading/unloading per cargo type 14:33:02 <Eddi|zuHause> "only load steel at this station" 14:33:08 <hythlodaeus> Eddi|zuHause: the same people who keep the game up to date 14:33:12 <andythenorth> oh but I have to set all the things I don't want to load? 14:33:18 <andythenorth> hythlodaeus: we can't even get a blog post approved 14:33:23 <FLHerne> andythenorth: There's a "set all" at the bottom 14:33:25 <andythenorth> there is no way we'd do a manual 14:33:26 *** Samu has quit IRC 14:33:27 <Eddi|zuHause> hythlodaeus: sorry, i had to actually laugh out loud on that thought :p 14:33:35 <andythenorth> FLHerne: yeah thanks 14:33:58 <FLHerne> I should do jgrpp again 14:34:16 *** Samu has joined #openttd 14:34:22 <FLHerne> It does solve a lot of the things I find irritating about trunk still 14:35:02 <hythlodaeus> my point is, the game is made by volunteers, so you get some volunteers to work on the manual too 14:35:11 <andythenorth> they do that in the wiki 14:35:13 <hythlodaeus> why would it be any different from code and graphics 14:35:23 <milek7_> it's less fun 14:35:30 <andythenorth> to be clear, I quite liked the idea of having official docs 14:35:34 <andythenorth> but having done it 14:35:35 <hythlodaeus> great, so they can do the same to a manual 14:35:40 <andythenorth> it's pretty frustrating 14:36:00 <andythenorth> nobody wants to do it, but everybody wants to nitpick it when others do 14:36:04 <andythenorth> and nobody is in charge 14:36:17 <hythlodaeus> i'm saying i'd like to do it 14:36:26 <andythenorth> and only 1 person will have an opinion on infosec issues, but 10 will have an opinion on comma placement 14:36:47 <hythlodaeus> that's why you agree on a style guide beforehand 14:36:49 <Eddi|zuHause> hythlodaeus: we have a wiki 14:36:53 <andythenorth> we have a wiki 14:37:00 <FLHerne> It's not a very good wiki 14:37:07 <andythenorth> I just fixed the wiki, no bikeshedding, no PRs, no nitpick 14:37:15 <andythenorth> I just deleted and rearranged the entire development section 14:37:27 <andythenorth> I didn't fix all the wiki :P 14:37:30 <andythenorth> just development 14:37:38 <hythlodaeus> guys, first you tell me "no one wants to do, it's frustating" 14:37:58 <hythlodaeus> when i say I want to do it, you're telling me we have a wiki so don't do it 14:38:12 <Eddi|zuHause> that's not what we said 14:38:20 <hythlodaeus> seems like a bit of a vicious cycle 14:38:23 <hythlodaeus> you implied it 14:38:31 <andythenorth> no no 14:38:38 <andythenorth> if you try it, you will find it very frustrating 14:38:45 <andythenorth> and you will likely rage quit 14:39:02 <andythenorth> as this is 100% predictable in advance, I think it's unfair to not warn you 14:39:22 <andythenorth> I came close to rage quitting over 1 blog post 14:39:29 <hythlodaeus> because of writing itself or other people? 14:39:40 <andythenorth> other people of course 14:39:48 <hythlodaeus> oh don't worry about it 14:40:04 <andythenorth> the project applies a software code review methodology to content 14:40:06 <andythenorth> which is fail 14:40:09 <andythenorth> it's broken 14:40:25 <andythenorth> nobody is prepared to fix it as there's no-one in charge 14:40:36 <hythlodaeus> andythenorth: https://github.com/OpenTTD/OpenTTD/pull/7870 14:40:39 <andythenorth> but those with the power are comfortable with the software code review methdology applied to all 14:40:46 <hythlodaeus> the last post was written by m 14:40:49 <FLHerne> hythlodaeus: I think the message is "do it, but on the wiki" ? 14:40:54 <andythenorth> the only applicable route is to vote with your feet 14:41:16 <FLHerne> hythlodaeus: I mean, the wiki already has pages describing most of the features in some way 14:41:42 <andythenorth> +1 14:42:08 <FLHerne> So a manual would effectively be an improved version of most of the wiki's existing purpose 14:42:18 <andythenorth> FLHerne: do you know how to do the 'trains of any length can load in stations' thing in JGR? 14:42:23 <andythenorth> where they advance as they load? 14:42:35 <FLHerne> andythenorth: No, that's a thing? 14:42:42 <andythenorth> it was in a video in forums 14:42:49 <andythenorth> JGR needs it's own sub-forum 14:43:02 <FLHerne> andythenorth: I do the opposite, and use the programmable routing restrictions to keep my long trains out of short platforms 14:43:02 <andythenorth> it's pretty much 100% of OpenTTD discussion 14:43:16 <FLHerne> (also, make bay platforms work sanely without a million waypoints) 14:43:19 <andythenorth> and the JGR thread is unworkable 14:44:06 <andythenorth> the cdist cargo over-rides in settings eh? 14:45:19 <SpComb> that tooltip PR is a little unfortunate indeed, agreeing on the design/style beforehand would be a better idea IMO than trying to split up the commits, it would be a massive pain to rebase those kinds of changes 14:45:58 <Eddi|zuHause> andythenorth: i think it's in the clickthrough for "stop at start/middle/end of station" 14:46:01 <Samu> which PR is it mine? 14:46:05 <hythlodaeus> it's impossible to split up the commits 14:46:14 <andythenorth> thanks Eddi|zuHause :) 14:46:18 <hythlodaeus> and we've agreed on a style before 14:46:28 <andythenorth> ha ha the 'through loading' is so funny to watch 14:46:56 <andythenorth> the % load option in vehicle orders absolutely doesn't work though 14:47:02 <Eddi|zuHause> andythenorth: it's another case for "the order GUI is way too overloaded" 14:47:04 <andythenorth> it now says 50% but I have not set that 14:47:10 <hythlodaeus> the rest is just re-writing, which cannot simply be discussedo n every single entry 14:47:12 <andythenorth> wtf is this % 14:47:16 <andythenorth> it magically changes 14:47:31 <andythenorth> it's supposed to control the amount of cargo refitted to? 14:47:38 <andythenorth> I can refit 50% of vehicles to coal? 14:48:24 <andythenorth> https://dev.openttdcoop.org/attachments/download/9612/JGR-refit-percent-not-working.png 14:48:36 <andythenorth> oof JGR won't thank me for bug reports, he gets enough :x 14:48:44 <andythenorth> but this just doesn't work 14:48:49 <Eddi|zuHause> i've not seen this feature 14:49:16 <andythenorth> it's so you can control how the % of the consist refitted to 14:49:27 <andythenorth> so 50% coal, 50% iron ore 14:49:29 <SpComb> hythlodaeus: yeah, I agree that the "split it up into commits so that we can review/decide on each one separately" is a bad idea, the commits would all conflict with eachother if you tried to change them 14:49:31 <andythenorth> but it doesn't work 14:49:54 <andythenorth> the % should be in the 'refit to' menu, it's just broken like this 14:50:04 <Eddi|zuHause> andythenorth: i can't imagine what that is supposed to mean 14:50:35 <hythlodaeus> SpComb: I'll find a way to work it out, but thank you for your support! 14:50:55 <hythlodaeus> if you can drop a line with your opinion on the commit thread, I'd like to read it :) 14:51:17 <hythlodaeus> there's still some stuff I am currently rewriting and some more lines to fix here and there 14:51:25 <FLHerne> andythenorth: I don't understand 14:51:35 <FLHerne> You're looking at the percentages on the right? 14:51:42 <andythenorth> yes, for amount to refit to 14:51:46 <hythlodaeus> but so far I am quite happy with the tooltips I'm working on 14:52:04 <andythenorth> so if I want 50% coal, 25% iron ore, 25% limestone 14:52:45 <FLHerne> andythenorth: That's not what that does 14:53:05 <andythenorth> ? 14:53:11 <FLHerne> andythenorth: It displays the average load for that journey segment over the last few things 14:53:15 <andythenorth> oh 14:53:29 <FLHerne> Unless I'm still confused about what you're looking at 14:53:39 <andythenorth> in the screenshot 14:53:44 <andythenorth> it shows 100% loading order 14:53:47 <andythenorth> 0% loading order 14:53:53 <andythenorth> and then some 50% I never asked for? 14:53:57 <andythenorth> and I can't type in the box 14:54:19 <FLHerne> The '100% 0% [50%]' column? 14:54:31 <FLHerne> Is what I said ^ 14:54:50 <andythenorth> yeah I understand now 14:55:43 <FLHerne> The button shows the overall average, and you can toggle per-segment averages 14:56:32 <andythenorth> it's kind of weird 14:56:51 <andythenorth> but this is something we might want https://dev.openttdcoop.org/attachments/download/9613/JGR-loading-by-cargo-type.png 14:56:55 <FLHerne> andythenorth: There are some more conditional-order types that help with managing weird CDist stuff 14:56:58 <Eddi|zuHause> this window needs to be split into 3 at least: orders, schedule, statistics 14:57:02 <andythenorth> obviously ^^ that's broken, but the concept is fine 14:57:39 <andythenorth> so where's the departure boards? 14:57:45 <andythenorth> station window 14:58:28 <Eddi|zuHause> i've not looked at the departure boards since ChillPP 14:58:43 <Eddi|zuHause> which is 5-ish years ago? 14:58:49 <DorpsGek_III_> [OpenTTD/OpenTTD] SpComb commented on pull request #7870: Change: improved english tooltips https://git.io/JvTvs 14:58:59 <andythenorth> I'm looking at timetables now 14:59:10 <andythenorth> Timetabling full load orders is not recommended? 14:59:11 <andythenorth> why? 15:00:24 <FLHerne> Well, what's the point? 15:00:54 <andythenorth> hmm 15:01:04 * andythenorth tries timetables 15:01:07 <FLHerne> If the vehicle ever has to wait for a full load longer than the timetable, the timetable did nothing and now it's late 15:01:12 <andythenorth> so a train takes 10 days to run a route 15:01:25 <andythenorth> I set it to 20, but the train didn't travel at half the speed? 15:01:37 <FLHerne> If it doesn't, you might as well leave out the 'full load' bit 15:01:55 <andythenorth> yeah I got rid of the full load 15:02:00 <andythenorth> but the train is still taking 10 days to travel 15:02:01 <andythenorth> not 20 15:02:02 <FLHerne> No, it'll just arrive at the next place earlier 15:02:06 <FLHerne> And then wait 15:02:19 <Eddi|zuHause> if you allow combining full load with timetabling, you immediately run into conflict between the people that want it to leave at the earlier or the later time 15:02:36 <FLHerne> Timetabling never affects the way trains move, just how long they wait in stations 15:02:41 <Eddi|zuHause> andythenorth: you can configure a max speed separately 15:02:51 <FLHerne> I'm not sure why the dwell time can be set separately, tbh 15:03:09 <andythenorth> oh I found the speed limit 15:03:17 <FLHerne> Well, it'll wait once you've set a start date 15:03:28 <FLHerne> Speed limit is in upstream OTTD now, I think? 15:03:34 <Eddi|zuHause> yes 15:03:43 <andythenorth> I don't understand 15:03:46 <andythenorth> I never use timetables 15:03:48 <FLHerne> ChillPP used to have speed-limiting signals 15:03:55 <FLHerne> I don't know if jgr has them 15:03:59 <andythenorth> I just set the 'wait at station' time for pax and mail trains and ships 15:05:07 <FLHerne> Doesn't seem to 15:05:48 <andythenorth> how do I use this to approximate % full load? https://dev.openttdcoop.org/attachments/download/9614/timetables.png 15:05:53 <andythenorth> which is the point of it no? 15:06:01 <Eddi|zuHause> setting up train timetables is a pain, which is why almost nobody uses them 15:06:04 <andythenorth> we won't add % full load, because the UI is overloaded 15:06:09 <andythenorth> so it's all solved in JGR 15:06:13 <andythenorth> with timetables 15:06:25 <FLHerne> andythenorth: If you set all the times, and set a start date, you can control when vehicles get anywhere and how long they wait 15:06:27 <andythenorth> and the main reason people are switching to JGR is for this 15:06:34 <FLHerne> andythenorth: I don't think JGR does anything to timetables 15:06:41 <FLHerne> What are you talking about? 15:06:51 <FLHerne> Oh, no, the automate thing 15:07:12 <andythenorth> https://www.reddit.com/r/openttd/comments/ecq62c/sad_timetable_noises/fbdmr5i/ 15:07:21 <Eddi|zuHause> autoseparation is horrible if you ever want to deviate from it. that's why it never made it to trunk 15:07:30 <andythenorth> it's literally impossible to play OpenTTD without JGR timetables 15:07:47 <andythenorth> I thought we had auto-separation in trunk, but only for trains? 15:07:57 <andythenorth> there's some magical ctrl-click a button to make timetables work? 15:07:58 <Eddi|zuHause> no 15:08:04 <andythenorth> I tried it for ships, it doesn't work 15:08:18 <FLHerne> andythenorth: There's auto-start-date, but it's basically useless 15:08:26 <andythenorth> hmm 15:08:27 <andythenorth> ok 15:08:28 <Eddi|zuHause> there's nothing "auto" abut that ctrl+click 15:08:29 <andythenorth> thanks 15:08:51 <FLHerne> (because you have to get the timetable worked out in advance, and then it breaks as soon as you add any more trains or there are significant delays) 15:09:05 <Eddi|zuHause> andythenorth: it needs a fully timetabled order list to work 15:09:13 <FLHerne> Eddi|zuHause: It automatically calculates evenly-spread start dates, no? 15:09:22 <FLHerne> Which is marginally more auto than before 15:09:37 <FLHerne> But still doesn't make it worth doing 15:09:44 <Eddi|zuHause> FLHerne: pretty much 15:10:57 <FLHerne> andythenorth: Hm, this 'scheduled dispatch' thing is new to me 15:11:44 <FLHerne> andythenorth: The 'automate' and 'auto separation' things dynamically modify the timetable so it matches running times but avoids bunching 15:12:38 <FLHerne> There always used to be a problem that if some major delay/jam happened, the delay got automated into the timetable, and then it would remain a self-fulfilling prophecy 15:13:05 <FLHerne> (because the trains would wait, and block trains on other lines, and then everything cascaded) 15:13:23 <FLHerne> Maybe it's been improved since 15:19:12 <andythenorth> does it break when vehicles upgrade? 15:19:31 <Eddi|zuHause> probably. 15:19:40 <FLHerne> I don't think so 15:19:49 <FLHerne> Not that I noticed, anyway 15:19:54 <andythenorth> what else is in JGR 15:19:57 * andythenorth looks in the repo 15:20:10 <FLHerne> andythenorth: Ship collision avoidance is nice 15:20:21 <andythenorth> I think I tried the patch for that 15:20:21 <FLHerne> And multi-track level crossings that don't kill all your buses 15:20:43 <Eddi|zuHause> i think i wrote a patch for that 15:21:14 <andythenorth> I already tried the polylines track tool last time I played JGR 15:21:16 <FLHerne> I think Eddi did write the patch for that :P 15:21:34 <FLHerne> There must be /some/ way to solve the savegame-upgrade issue? 15:21:39 *** Flygon has quit IRC 15:22:06 <FLHerne> (temporary third state?) 15:22:40 <Eddi|zuHause> FLHerne: it just needs a saved setting, which i didn't include back then because updating it would have been a pain 15:22:48 <Eddi|zuHause> FLHerne: should be easier with the new system 15:23:28 <Eddi|zuHause> FLHerne: so old games would just load with the setting turned off, and it would "only" crash all your vehicles if you enabled it mid-game 15:25:48 <andythenorth> building rivers! 15:34:16 <andythenorth> how do I custom bridge head? 15:35:24 <Eddi|zuHause> build a track onto it? 15:35:42 <andythenorth> oh yes 15:35:48 <andythenorth> I was trying to build the bridge onto track 15:35:54 <andythenorth> order matters 15:37:07 <hythlodaeus> in regards to the previous topic: my idea is that timetabling is primarily meant to be used on passenger vehicles, especially buses (and now trams too) 15:37:20 <andythenorth> more town growth speeds! 15:37:21 <FLHerne> Wait, jgr has that? 15:37:33 <andythenorth> custom bridge heads? 15:37:34 <andythenorth> yes 15:37:37 <andythenorth> https://github.com/JGRennison/OpenTTD-patches 15:37:40 <andythenorth> JGR has a *lot* 15:38:12 <FLHerne> hythlodaeus: The problem is that timetabling as it actually exists is clearly not "meant" to do anything sane :P 15:38:24 <andythenorth> I thought it was for use with BROS? 15:38:30 <andythenorth> for those realistic UK maps etc? 15:38:38 <andythenorth> seriously there are people in reddit doing that 15:38:53 <hythlodaeus> i don't see how one could harmonize it will full load orders either 15:39:10 <hythlodaeus> but I can imagine it working very well on bus and a tram routes 15:39:21 *** sla_ro|master has joined #openttd 15:39:25 <FLHerne> It seems very much to have been designed and implemented without assessing the user-experience for any use case 15:39:25 <hythlodaeus> because it can prevent traffic jams 15:39:46 <FLHerne> hythlodaeus: The version in JGR handles that alright 15:39:47 <hythlodaeus> agreed, but how could we improve on that? 15:39:53 <hythlodaeus> how so? 15:39:57 <FLHerne> Because of the automate/auto-separation thing 15:40:04 <andythenorth> https://www.reddit.com/r/openttd/comments/ajnz6w/my_own_take_on_the_very_small_map_precise_daily/ 15:40:09 <andythenorth> it's for model trains 15:40:12 <hythlodaeus> what does it do, if I may ask? 15:40:17 <andythenorth> but it's sold and used for vehicle separation 15:40:33 <FLHerne> Upstream doesn't have that, so it needs impractical levels of micro-managing to get timetables set up usefully and then keep them updated 15:40:49 <andythenorth> https://www.reddit.com/r/openttd/comments/ak7ec7/signalled_and_timetabled_railroad_junction/ 15:41:38 <FLHerne> hythlodaeus: In upstream, you manually set the time for each journey segment and station (there's an 'Autofill' tool, but it's useless because it leaves no margin for delays) 15:42:18 <FLHerne> (especially if used when the route is first set up, because then there's no waiting cargo and it doesn't account for loading times either) 15:42:30 <FLHerne> Then you set the start times for each vehicle 15:43:16 <FLHerne> There's a hidden ctrl-click that sets them all at once for a set of shared-orders vehicles with <overall time>/<number of vehicles> spacing 15:43:51 <FLHerne> If anything changes later (there are delays, or a new stop, or more vehicles) you have to manually redo most of the above 15:44:13 <hythlodaeus> aah i see 15:44:30 <FLHerne> JGR has a thing that automatically updates the timetable to match actual running times 15:44:35 <hythlodaeus> yeah I usually just trash vehicles and do it all over, when i need to readjust 15:44:45 <FLHerne> And, optionally, manipulates it to maintain even vehicle spacing 15:44:47 <hythlodaeus> it's easier to just do one vehicle and clone all over 15:44:59 <FLHerne> When it works, it's great 15:45:09 <hythlodaeus> when does it not work? 15:45:51 <FLHerne> It can get stuck in feedback loops, particularly when multiple routes interact 15:46:12 <hythlodaeus> how do you think it can be improved? 15:46:41 <FLHerne> Some delays happen, the timetable gets updated to allow for them, vehicles wait to keep the service spread out but block other vehicles 15:47:14 <FLHerne> ...which get delayed, so /their/ timetable gets lengthened, and they wait and block the first ones 15:47:36 <FLHerne> I'm not really sure :P 15:47:42 <hythlodaeus> i see, but still why not suggesting an improved version of this to upstream? 15:47:59 <hythlodaeus> certainly someone will be able to come up with a solution 15:48:01 <FLHerne> tbh, I think it works about as well as an automated non-super-intelligent thing could do 15:48:02 <andythenorth> trains, not timetabled :P https://dev.openttdcoop.org/attachments/download/9616/trains.m4v 15:48:13 <andythenorth> they block, not like the reddit post 15:48:20 <FLHerne> hythlodaeus: I mean, that patch has been around for about a decade 15:48:38 <hythlodaeus> so what 15:48:43 <FLHerne> No-one actually /has/ come up with a solution that fixes the various perceived problems :P 15:48:54 <hythlodaeus> has someone ever tried? 15:49:08 <FLHerne> It's definitely an improvement 15:49:14 <hythlodaeus> also have we had a look to how other games do it? 15:49:27 <FLHerne> There was also https://www.tt-forums.net/viewtopic.php?f=33&t=63721 15:49:35 <hythlodaeus> i suppose transport fever might have timetabling 15:49:42 <FLHerne> Which is a much bigger rework of how timetables as a concept should exist 15:50:51 <hythlodaeus> well it's never to late to re-assess things 15:51:12 <FLHerne> The problem there is that a complete change from how they currently work is confusing 15:51:20 <hythlodaeus> just right now they're working on to implement water depth, which will actually make ship gameplay interesting 15:51:23 <FLHerne> (and might cause compat problems) 15:51:34 <hythlodaeus> everything always does 15:51:46 <FLHerne> And also that it's still very complicated to use 15:51:51 <andythenorth> honestly, I think we'd have cover to throw out timetables :P 15:51:51 <hythlodaeus> and again, water depth will likely break a ton of savegames 15:51:54 <andythenorth> https://www.reddit.com/r/openttd/comments/ecq62c/sad_timetable_noises/ 15:51:58 <FLHerne> The difference is that the complexity actually achieves something :P 15:52:26 <FLHerne> But unlike the auto-separation hack, it's not a "one-click" solution to vehicle bunching 15:52:37 <FLHerne> Which is probably the main thing people actually want from timetables... 15:53:20 <andythenorth> I think it's back to the goals tbh 15:53:45 <andythenorth> https://github.com/OpenTTD/OpenTTD/blob/master/CONTRIBUTING.md#project-goals 15:54:13 <andythenorth> we have people actually using timetables to build model railways, which is a thing people do in model railway world 15:54:17 <FLHerne> In general, TIP is a much better way to achieve what the (few) people already using timetables use them for 15:54:28 <andythenorth> and we have people trying to use timetables for a better game, and failing 15:55:26 <FLHerne> Whereas auto-sep is a hack that solves a commonly-requested basic usecase, but does nothing for the existing users 15:55:38 <andythenorth> simplifying timetables probably ruins life for the people who are creating spreadsheets to configure their timetables 15:56:00 <hythlodaeus> apparently Transport Fever has no timetables at all ahah 15:57:07 <hythlodaeus> what's TIP? 15:58:49 <FLHerne> Timetable Improvement Patch 15:58:55 <FLHerne> the thread I linked above 15:59:01 <hythlodaeus> oh yeah 15:59:23 <hythlodaeus> what is the concept behind that one? and what are the shortcomings? 16:00:30 <hythlodaeus> hmm it uses route nodes 16:00:38 <hythlodaeus> isn't it sort of what waypoints are for? 16:15:27 <nielsm> argh the baseset translation building is so terribly slow in the windows cscript implementation 16:15:29 <nielsm> I hate it 16:19:15 <nielsm> (will the cmake build fix/improve that?) 16:23:45 <DorpsGek_III_> [OpenTTD/OpenTTD] lcd047 opened pull request #7942: Fix: [SDL2] support pasting from clipboard on Linux https://git.io/JvTUV 16:24:22 *** nielsm has quit IRC 16:25:53 <Samu> jesus, visual studio is really making me wanna buy an SSD 16:26:12 <Samu> they no longer care optimizing software for HDDs 16:26:21 *** nielsm has joined #openttd 16:27:45 <Samu> finally it cancelled build 16:27:52 <Samu> only took 10 minutes ffs 16:29:08 <supermop_work> people still buy HDDs? 16:33:02 <Samu> yes, 9 years ago 16:56:28 <peter1138> nielsm, that may have been my fault? :( I think there's an md5sum in there, heh. 16:58:53 <supermop_work> andythenorth: i use timetables for 'better game' 16:58:57 <supermop_work> seems to work fine 16:59:10 <supermop_work> ofc could be less tedious 16:59:15 *** Progman has joined #openttd 17:00:00 *** HerzogDeXtEr has joined #openttd 17:00:10 *** Pikka has quit IRC 17:00:18 <supermop_work> 24 clock helped, now i generally just schedule everything at like 30 day period, try to have services sharing a line 10 or 15 days apart 17:00:43 <supermop_work> its generally fine and not too hard for simple things 17:00:52 <supermop_work> like a tram running in a loop in a city 17:01:25 <andythenorth> what do I click? 17:01:29 <supermop_work> autofill timetable, add a bit a slack to get a round number 17:01:42 <andythenorth> I never use them, i just use the 'wait at station' tool 17:01:47 <supermop_work> the buy that many trams and ctrl click start date 17:02:13 <supermop_work> works fine, seems better than any attempt at 'autoseparation' 17:03:16 <supermop_work> "oh it takes tram 1 27 days to complete its run, pad it out to 30 days, buy two more trams" 17:04:10 <supermop_work> next time tram 1 completes the first item in orders, ctrl click set start date 17:04:28 <supermop_work> set to the expected date, then start the new trams 17:11:22 <_dp_> great sorting, much effecient xD https://pastebin.com/GTBPupwy 17:12:17 <_dp_> surprisingly seems correct though 17:12:29 <_dp_> just cubic xD 17:19:56 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh updated pull request #7924: Feature: Water tiles have a depth https://git.io/JvfWw 17:24:12 <andythenorth> deep and shallow oil rigs :P 17:24:23 <andythenorth> deep sea ones have a very slow animation cycle, they bob up and down :P 17:24:27 <andythenorth> also ships that roll and pitch 17:25:06 <nielsm> so many bad ideas 17:25:26 <nielsm> deep and shallow fishing grouns producing different cargo 17:26:14 <nielsm> freshwater fishing grounds that only exist on deeplakes at high elevation 17:27:24 <hythlodaeus> tiles look fine, but hard to tell the difference without an ingame screenshot 17:28:30 <nielsm> deep water? I consider the current efforts at making tiles for it very much experimental stage 17:34:34 <hythlodaeus> but good work so far 17:34:49 <supermop_work> bridges that have max depth in addition to length 17:34:54 <hythlodaeus> this will be one hell of an update for ships, that's for sure 17:35:06 <Samu> bridges max height and max depth 17:35:09 <nielsm> well it's not approved yet :P 17:35:11 <Samu> so special 17:35:19 <Heiki> water depth should also affect https://wiki.openttd.org/Disasters#Submarines 17:35:34 <hythlodaeus> people seem excited about it, so it's good 17:36:01 <nielsm> eugh I can't find a free cb variable to put water depth info in for industries 17:36:35 <Samu> question: how many digits is considered too much money? 17:37:01 <Samu> I put 10 for resizing purposes, but I don't know openttd approach to that 17:37:13 <supermop_work> various long span types of bridges could be set to have a higher basic cost than those with shorter span, but be better / cheaper at tall heights or deep water 17:37:25 <Samu> like finances window, how do you resize money displays? 17:38:26 <hythlodaeus> also as this will affect the positioning of ports, I really hope they get revised as structures. I'd personally would like port building to be a bit more like train stations, with differing platform lengths and such 17:39:09 <supermop_work> so building a wood trestle across a shallow valley is cheaper than spanning it with a suspension bridge, but a trestle over a deep fjord is prohibitively expensive 17:39:11 <nielsm> Samu: if you're okay with rounded values you can use {CURRENCY_SHORT} to "shorten" the values to millions/billions/etc instead 17:39:55 <supermop_work> but the suspension bridge is reasonable 17:40:29 <supermop_work> as it doesn't care how far down the dirt is under the main span 17:40:30 <Samu> lifetime profit displaying CURRENCY_SHORT, hmm 17:41:30 <supermop_work> so you can do this over a shallow lake easy: https://images.app.goo.gl/PzH4EbPywAjzQvrB7 17:41:43 <supermop_work> but not over the open ocean 17:41:49 <nielsm> yeah 17:42:21 <nielsm> supermop_work: first would be adding bridges with longer spans than 3 tiles 17:42:31 <nielsm> (I think that's the max right now?) 17:43:11 <supermop_work> well its more a limit of the period of repeating sprites for bridges 17:43:15 <nielsm> and having some kind of dynamic way to select span lengths, either for the player or automatic cost-minimising 17:43:25 <supermop_work> there are only a few patterns hardcoded to use 17:43:36 <supermop_work> better newgrf bride support would help 17:44:58 <supermop_work> you can make a bridge with a huge 'clear span' now, but it is only in the form of : [A-B-B-B-B...-B-A] 17:46:03 <supermop_work> and the others are like A-B-C-B-A 17:47:13 <supermop_work> or A-B-C-B-D-B-C-B-A 17:47:31 <supermop_work> SC4 was interesting for building bridges 17:53:06 <andythenorth> we need a decent ship set 17:53:54 <nielsm> https://newgrf-specs.tt-wiki.net/wiki/VariationalAction2/Bridges lol 17:54:00 <nielsm> "does not work" 17:54:00 <andythenorth> 'nope' 17:54:11 *** hythlodaeus has quit IRC 17:58:07 <Samu> Money CompanyFinancesWindow::max_money = INT32_MAX; 17:58:14 <Samu> heh 17:58:15 *** andythenorth has quit IRC 17:58:22 <Samu> just INT32_MAX 17:59:09 <Samu> let's experiment it 18:00:31 <Samu> @calc INT32_MAX 18:00:31 <DorpsGek> Samu: Error: There's really no reason why you should have underscores or brackets in your mathematical expression. Please remove them. 18:02:16 <nielsm> it's 2 billion and something 18:02:21 <Samu> #define INT32_MAX 2147483647i32 18:02:43 <Samu> 10 digits 18:02:53 <Samu> heh, what I had, but with a different code 18:03:00 <nielsm> it's very easy to get more than that also 18:03:47 <Samu> resize->height = GetVehicleListHeight(this->vli.vtype, 1); 18:03:47 <Samu> for (uint i = 0; i < 4; i++) SetDParamMaxValue(i, INT32_MAX); 18:04:03 <Samu> *size = maxdim(*size, GetStringBoundingBox(STR_VEHICLE_LIST_PROFIT_THIS_YEAR_LAST_YEAR_LIFETIME)); 18:04:33 <Samu> i had MaxDigits 18:04:38 <Samu> with magic number 10 18:04:45 <Samu> but i guess this is more elegant 18:08:36 <nielsm> huh also why are grf bridges different from most other grf features, it does not use action 1/2 to indicate graphics 18:12:37 <Eddi|zuHause> nielsm: because everybody was too scared to specify/implement it 18:13:03 <Samu> what are the chances a single vehicle can make 10 digits profits this year + last year + lifetime? 18:13:16 <Samu> 30 digits 18:14:02 <nielsm> aaaa no this won't work, I have to make it a 60+x variable to be able to query tiles at other locations 18:19:16 <Eddi|zuHause> nielsm: if we ever attempt action1/2/3 for bridges, it must be able to have custom layouts, not just the builtin tile configurations 18:19:48 <nielsm> agree 18:20:14 <nielsm> and support making tiles below impassable (occupied by pylons) 18:21:58 <Eddi|zuHause> ... and possibly wider bridges (i.e. connect to neighbouring bridge) 18:25:04 <Eddi|zuHause> i always thought bridges should be built more like stations, so you could have some buttons for suspension bridge span and total length 18:25:17 *** andythenorth has joined #openttd 18:26:38 <Eddi|zuHause> the GRF part could then inherit much of the object spec 18:31:07 <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick updated pull request #7919: Lifetime profit https://git.io/JveOR 18:31:31 <Samu> check https://github.com/OpenTTD/OpenTTD/pull/7919/commits/a96b2c9d5252783739b672852cb4af25f1bb07e5 18:31:48 <Samu> I'm not too good at gui resizes 18:32:04 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh updated pull request #7924: Feature: Water tiles have a depth https://git.io/JvfWw 18:32:12 <Samu> tell me if I broke the display with your choice of fonts 18:33:30 <Samu> probably should have done max(size->width, bodingbox.width) 18:35:48 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on pull request #7924: Feature: Water tiles have a depth https://git.io/JvTtv 18:36:06 <nielsm> i'm so good at run-on sentences 18:36:09 <Samu> fixing it... 18:37:17 <supermop_work> Eddi|zuHause: would a 2 tile wide bridge be able to have road on one side and rail on the other? 18:38:20 <Eddi|zuHause> supermop_work: since they would still be technically 2 separate bridges, all that needs is the right detection code 18:39:13 <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick updated pull request #7919: Lifetime profit https://git.io/JveOR 18:39:17 <supermop_work> manhattan bridge would be tough to model 18:40:19 <Eddi|zuHause> is that a dual layer bridge? 18:40:27 <Samu> plz test #7919 by opening vehicle list windows 18:40:32 <supermop_work> https://www.google.com/url?sa=i&source=images&cd=&cad=rja&uact=8&ved=2ahUKEwjgnci-4ojnAhWSVc0KHXoaAqQQjRx6BAgBEAQ&url=%2Furl%3Fsa%3Di%26source%3Dimages%26cd%3D%26ved%3D2ahUKEwiA6Maw4ojnAhUCU80KHZdXC_UQjRx6BAgBEAQ%26url%3Dhttps%253A%252F%252Fascelibrary.org%252Fdoi%252F10.1061%252F%252528ASCE%2525291052-3928%2525282008%252529134%25253A3%252528263%252529%26psig%3DAOvVaw2owArOxwK_hUWeWPa5heKr%26ust%3D1579286378235288&psig=AOvVaw2owArOxwK_hUWeWPa5heK 18:40:37 <supermop_work> geeez 18:40:53 <Samu> tell me if the width is fine, or broken with your choice of fonts 18:41:16 <Samu> the width about displaying tiny text of profits 18:42:46 <Eddi|zuHause> long url is long 18:43:06 <andythenorth> state machines? 18:43:12 <Eddi|zuHause> that's like 3 nested urls? 18:43:18 <supermop_work> https://images.app.goo.gl/f7r7DSS34CTWRT6aA 18:43:29 <Eddi|zuHause> i herd u liek urls, so we put some urls in ur url 18:45:23 * andythenorth Horses 18:45:31 <andythenorth> oh I was looking at JGR also eh 18:45:33 * andythenorth forgot 18:45:37 <supermop_work> basically 8 tracks and 3 road lanes when opened 18:46:59 <Samu> https://i.imgur.com/IoXQI58.png versus https://user-images.githubusercontent.com/43006711/72530836-2400ae00-3868-11ea-81a8-be0ee6b72868.png 18:47:15 <Samu> extra width vs no fix 18:47:35 <andythenorth> :o 18:47:44 <andythenorth> JGR fixes RV overtaking 18:47:52 * andythenorth sees why everybody is switching 18:48:24 <Samu> andythenorth, test my stuff too :p 18:49:11 <Samu> there's now a square between "Aircraft Available" and "Manage List" buttons 18:49:21 <supermop_work> now is 4 tracks and 3 lanes on bottom with 4 lanes on top 18:49:21 <Samu> unclickable, but it looks ugly 18:49:58 <andythenorth> hmm, JGR fixes depot flipping as well, not sure about that 18:50:14 <andythenorth> articulated RV overtaking just works as far as I can tell 18:50:50 <Samu> what if the vehicle is extra-extra-extra-long? 18:51:01 <Samu> with many articulated pieces 18:51:37 <andythenorth> didn't test that 18:51:39 <andythenorth> try it? :) 18:51:49 <andythenorth> give JGRPP a test 18:51:54 <Samu> no way 18:52:33 <andythenorth> I might switch to developing for JGR 18:53:14 <Eddi|zuHause> ... or you could start backporting stuff? 18:53:59 <andythenorth> it's a different newgrf spec 18:54:09 <andythenorth> and player base is switching 18:54:23 <Samu> the end of OpenTTD 18:54:25 * andythenorth trying to work out what programmable signals is for 18:54:34 <andythenorth> no, OpenTTD is in the best shape for years 18:54:44 <andythenorth> and JGRPP is important for that 18:54:57 <andythenorth> it reduces social pressure to incorporate dubious fixes 18:55:12 <andythenorth> and reduces the amount of 'devs are horrid horrid people' stuff in forums 18:55:19 <andythenorth> which is project death 18:55:47 <Eddi|zuHause> still, some things are worth backporting 18:55:53 <andythenorth> I'm tending to agree 18:56:02 <andythenorth> but whether we'll agreee on what those are.... :D 18:56:21 <andythenorth> I can make a signal that is programmable with 'deny' 18:56:29 <andythenorth> but I don't see the point, it just blocks a route 18:56:31 <andythenorth> so why bother? 18:57:27 <andythenorth> oh there's supposed to be a conditional before it 18:57:28 <andythenorth> ok 18:59:39 <andythenorth> anyone know what the new cdist modes do? 18:59:50 <andythenorth> asymmetric (nearest), asymmetric (equal) 19:00:02 <andythenorth> I didn't find any docs apart from the giant forum thread 19:00:08 <andythenorth> src eh? :P 19:00:33 <Eddi|zuHause> andythenorth: i think it's for your problem that the distance influence should be high for passengers, but low for cargo 19:00:47 <andythenorth> not sure 19:00:57 <andythenorth> there is also a cdist setting for every cargo in JGR 19:00:58 <Eddi|zuHause> so "equal" wouldn't take into account distance 19:01:39 <supermop_work> is setting cdist individually per cargo 'fun'? 19:02:14 <andythenorth> I haven't tried 19:02:17 <andythenorth> only got one train :P 19:02:48 <andythenorth> it's not optimal, for FIRS Steeltown 19:03:06 <andythenorth> 41 cargos 19:03:11 <andythenorth> they're over-rides on defaults though 19:03:57 <andythenorth> Eddi|zuHause: looks like you had experience with programmable signals? https://www.tt-forums.net/viewtopic.php?p=1153278#p1153278 19:04:19 <andythenorth> oh wait, there's 2 kinds of programmable signal? :o 19:04:25 <andythenorth> https://www.tt-forums.net/viewtopic.php?f=33&t=47690 19:04:35 <Eddi|zuHause> yeah, there's different kinds 19:04:44 <supermop_work> the grf that defines the cargos should define how CDist-y they are 19:04:57 <Eddi|zuHause> one is "turn X green when Y is red" which only makes sense for block signals, so is useless 19:05:13 <Eddi|zuHause> and one is "only allow trains with speed > blah" 19:05:31 <supermop_work> same what that it essentially sets what the payment rate and decay are 19:06:43 <andythenorth> nah, it's too specific to a map and play style supermop_work :) 19:06:57 *** Hythlodaeus_ has joined #openttd 19:07:08 <supermop_work> then the user should also set all the payment rates per map.... 19:08:05 <supermop_work> i mean that the user should still have a general setting for cargo distance demand, but how coal might be different to grain would scale with that 19:08:39 <andythenorth> it would work if demand was economic 19:08:45 <andythenorth> which I would like to try, but eh 19:08:59 <supermop_work> having coal prefer to go far and grain near on map X, but other way around on map Y makes no sense 19:09:04 <andythenorth> oh vanilla can turn off the signal GUI :o 19:09:05 <andythenorth> wow 19:09:14 <andythenorth> amy ignorance never ends :) 19:09:17 <andythenorth> my * 19:10:23 <supermop_work> maps also shoulding put a power plant in a far corner from coal in the middle of nowhere though 19:10:28 <supermop_work> shouldn't 19:12:22 <andythenorth> signals on bridges and tunnels eh 19:14:00 <supermop_work> funnily enough the manhattan bridge only allows one train per track at a time 19:14:08 <supermop_work> as it bounces too much otherwise 19:17:21 *** Hythlodaeus_ has quit IRC 19:19:11 <andythenorth> TEMPLATE BASED TRAIN REPLACEMENT :o 19:19:18 <andythenorth> oh, but how do I use it :( 19:19:55 <andythenorth> oh lolz 19:19:56 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh commented on pull request #7942: Fix: [SDL2] support pasting from clipboard on Linux https://git.io/JvTqm 19:20:19 <andythenorth> there are buttons, but I can make the window small enough to fit on my screen 19:20:40 <andythenorth> so template-based train replacement is only for users with > 13" screens 19:21:05 <nielsm> iirc when TBTR was submitted as a PR for master it also had big trouble with UI scaling here 19:21:14 <andythenorth> well I can't test it :P 19:21:18 <andythenorth> the window doesn't scale 19:21:23 <andythenorth> what are slots? 19:21:38 <andythenorth> I need to manage slots in vehicle groups 19:21:46 <andythenorth> but I don't know why 19:23:52 <Eddi|zuHause> supermop_work: it would make sense to have the grf be able to set a cargodist category, instead of the way too generic "passengers, express, everything else" that we have now 19:25:16 <andythenorth> I suspect players know better than authors 19:25:17 <supermop_work> Eddi|zuHause: exactly 19:26:11 <Eddi|zuHause> supermop_work: there are two problems with that: 1) which categories should there be, and 2) what to do with older grfs? 19:26:46 <supermop_work> old grfs, all of the 'cargo' cargo is in one category, same as now 19:27:01 <andythenorth> show train length in vehicle window? 19:27:03 <andythenorth> seems quite nice 19:27:06 <andythenorth> I often want to know that 19:27:14 <andythenorth> I have to send train to depot to find out 19:27:16 <supermop_work> can't you just look at the train? 19:27:54 <andythenorth> to figure the length? 19:27:57 <andythenorth> surprisingly not 19:27:57 <Eddi|zuHause> i don't think that is a problem i ever came across 19:28:07 <andythenorth> how to build correct length station? 19:28:24 <andythenorth> or passing loops 19:29:24 <DorpsGek_III_> [OpenTTD/OpenTTD] lcd047 updated pull request #7942: Fix: [SDL2] support pasting from clipboard on Linux https://git.io/JvTUV 19:29:41 <Eddi|zuHause> dunno, maybe i'm too good at remembering what train lengths i built 19:30:23 <andythenorth> https://dev.openttdcoop.org/attachments/download/9617/JGR-vehicle-info.png 19:30:33 <andythenorth> lots of additions there 19:30:43 <supermop_work> yeah i've never had this problem andy 19:30:49 <andythenorth> although the 'running' is a bug, those are el engines on non-el track 19:32:11 <andythenorth> 'Group' is an addition 19:32:14 <andythenorth> and 'Slot' 19:32:25 <andythenorth> and all the extra info per engine 19:34:46 <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7919: Lifetime profit https://git.io/JvTqi 19:35:08 <Eddi|zuHause> first impression? i don't like the multi-line entries 19:35:49 <andythenorth> I think they're tied to an improved breakdowns implementation 19:35:54 <andythenorth> I should turn breakdowns on or something 19:36:56 <andythenorth> https://www.tt-forums.net/viewtopic.php?f=33&t=39518 19:40:24 <TrueBrain> that one nightly build I want ... gets stuck on MacOS build for some reason :( BOOOOO 19:40:38 <TrueBrain> cancel + rerun, see if that helps ... 19:41:04 <TrueBrain> now the step that took 36+ minutes took 2 seconds 19:41:06 <TrueBrain> guess that is better :D 19:44:00 <DorpsGek_III_> [OpenTTD/OpenTTD] lcd047 updated pull request #7942: Fix: [SDL2] support pasting from clipboard on Linux https://git.io/JvTUV 19:46:24 <TrueBrain> "xz: (stdin): File format not recognized" 19:46:25 <TrueBrain> awhhhhhh 19:47:01 <andythenorth> Eddi|zuHause: that breakdown patch thread escalated quickly :o 19:47:06 <TrueBrain> who doesn't install xz these days :( 19:47:12 <andythenorth> bring back Dalestan 19:47:16 <andythenorth> or DaleStan? 19:47:19 <andythenorth> capitalisation eh 19:47:54 <Eddi|zuHause> andythenorth: i haven't read any threads in ages, no clue what you mean 19:48:05 <andythenorth> link above 19:48:11 <andythenorth> breakdowns 19:48:26 <Eddi|zuHause> i have no intention of clicking on any links 19:48:48 <DorpsGek_III_> [OpenTTD/OpenTTD] lcd047 commented on pull request #7942: Fix: [SDL2] support pasting from clipboard on Linux https://git.io/JvTmf 19:48:48 <DorpsGek_III_> [OpenTTD/OpenTTD] lcd047 closed pull request #7942: Fix: [SDL2] support pasting from clipboard on Linux https://git.io/JvTUV 19:48:56 <TrueBrain> HE WHO CANNOT BE PHISHED 19:49:23 <TrueBrain> the security dude in me applauds you Eddi|zuHause :) 19:49:29 <TrueBrain> and lol @ PR ... that is ... a new one :P 19:55:23 *** frosch123 has joined #openttd 19:56:07 *** Thedarkb has joined #openttd 19:57:05 <Eddi|zuHause> bot-induced ragequit? 19:57:20 <Eddi|zuHause> to be fair, the CI still does not propagate error messages properly 19:58:09 *** glx has joined #openttd 19:58:09 *** ChanServ sets mode: +v glx 19:59:46 <TrueBrain> on that I agree .. someone should port it to GitHub Actions :D 19:59:49 * TrueBrain looks at glx :P 19:59:52 <TrueBrain> aawwwwhhh :D 20:00:08 <glx> what ? 20:00:50 * glx opens log 20:01:22 <glx> ah 20:01:29 <TrueBrain> :D 20:02:15 <glx> https://github.com/glx22/openttd/actions <-- like that ? 20:03:08 <TrueBrain> if it aint a pull-request .... :P 20:03:19 <glx> it's not fully done 20:03:33 <TrueBrain> :) 20:03:43 <TrueBrain> I guess adding the commit checker alone would help a lot 20:03:50 <TrueBrain> you can even look into annotation 20:04:01 <glx> https://github.com/glx22/OpenTTD/pull/1 <-- but there's a PR ;) 20:04:24 <glx> only way to test actions "locally" 20:08:55 <TrueBrain> I push stuff to master in my fork 20:08:57 <TrueBrain> that works well too 20:10:14 * andythenorth donates to forums 20:10:28 <andythenorth> TrueBrain: OpenTTD funds are still 'fine'? 20:10:32 <andythenorth> or AWS ate it all? :D 20:11:01 <TrueBrain> I did not receive any PANIC message from mister o :) 20:11:12 <glx> should be ok then :) 20:11:13 <andythenorth> planetmaker: does coop need any funds? 20:12:16 <frosch123> very likely, it needed funds when it was active 20:13:35 <TrueBrain> I believe andythenorth is in the wrong xmas month or something :P 20:13:54 <andythenorth> I didn't pay my tax bill yet :P 20:14:02 <andythenorth> I have a lot of money in my account until end of month 20:15:07 <frosch123> TrueBrain: maybe he sold all unwanted xmas gifts on ebay 20:15:34 <TrueBrain> andythenorth .. that makes no sense at all :P 20:15:53 <andythenorth> sense of spending is related to money in account NOW 20:16:14 <andythenorth> currently I feel rich and can donate 20:16:28 <andythenorth> Feb I will feel poorer :P 20:16:40 <andythenorth> life is contextual :P 20:16:45 <Eddi|zuHause> just make sure your tax report shows the donation as tax-deductable 20:17:06 <andythenorth> I never bother :P 20:17:22 <Eddi|zuHause> what's the point of donating, then? 20:17:32 <Samu> I have a coding style issue 20:17:34 <Samu> https://pastebin.com/j9PB7P9d 20:17:38 <Samu> is that alright? 20:17:43 * andythenorth is not very tax efficient 20:17:59 <Samu> or is this preferrable: https://github.com/OpenTTD/OpenTTD/pull/7937/files#diff-b09dd8e9871f743c088cfb195f08f7faL244 20:18:46 <TrueBrain> andythenorth: just leave out the word "tax" :P 20:18:53 <andythenorth> also 20:21:33 *** grossing has quit IRC 20:21:50 *** grossing has joined #openttd 20:22:56 <Samu> Original: 20:22:57 <Samu> https://github.com/OpenTTD/OpenTTD/blob/master/src/water_cmd.cpp#L242-L248 20:23:15 <Samu> which style for this? https://pastebin.com/7MkeNiCG 20:23:55 <Samu> vote! 20:25:44 <nielsm> 3 if it has to change, but it smells like a wrong approach to whatever it is 20:26:01 <Samu> ok 3 20:28:07 <Samu> im trying to deconstruct 20:28:19 <andythenorth> why is google SERPS awful now? 20:28:24 <andythenorth> it's showing favicons and crap 20:29:07 <Samu> trying to have my patch with the least amount of changes 20:29:15 <Samu> when compared with original 20:32:22 <Samu> patching backwards sucks 20:32:32 <Samu> always conflicts 20:36:07 *** grossing has quit IRC 20:36:58 *** grossing has joined #openttd 20:37:50 *** Laedek has quit IRC 20:39:12 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 opened pull request #7943: Move commit checker from Azure Pipelines to Github Actions https://git.io/JvTY7 20:39:50 <glx> and of course this PR will escape commit check ;) 20:40:28 <TrueBrain> hmm .. that is fixable .. how did I do that .. 20:40:34 <TrueBrain> basically, it needs to see a workflow once 20:40:38 <TrueBrain> and it will run your PR workflow after that 20:40:46 <TrueBrain> not sure it matters, tbh 20:40:52 <TrueBrain> for other repos, we simply did [Actions] btw 20:40:55 <TrueBrain> not really important 20:41:31 <glx> github prevents running actions from "external" PR 20:41:47 <glx> it's a safety measure for paid plans 20:43:25 <DorpsGek_III_> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7943: Move commit checker from Azure Pipelines to Github Actions https://git.io/JvTOf 20:43:34 <TrueBrain> silly enough, that is a false statement :) 20:43:43 <TrueBrain> forks cannot use secrets 20:43:45 <TrueBrain> that is true 20:44:05 <TrueBrain> but I noticed last week that it runs the workflow from my PRs, once the master has any workflow 20:44:07 *** grossing has quit IRC 20:44:37 *** grossing has joined #openttd 20:45:07 <TrueBrain> glx: can you run your code in your fork, so we can see it works? :D 20:45:23 <glx> ah yes I can PR it there 20:46:11 <Samu> this line is too big 20:46:16 <Samu> Money base_cost = IsCanal(tile) ? _price[PR_CLEAR_CANAL] : IsRiver(tile) && _game_mode == GM_NORMAL && !_settings_game.construction.dynamite_river && !_cheats.magic_bulldozer.value ? (Money)0 : _price[PR_CLEAR_WATER]; 20:46:50 <glx> yes split it 20:47:02 <glx> ternary should be a last resort choice 20:47:20 <glx> and use parenthesis with imbricated ternarys 20:47:52 <glx> or at least around complex && args 20:48:38 *** Hythlodaeus_ has joined #openttd 20:49:00 <nielsm> ternaries: simple condition (no && or ||), simple values (no chaining or internal ternaries) 20:49:18 <nielsm> if it gets any more complex than that, split it into multiple lines 20:49:32 <nielsm> or see if it might make sense to make a function out of it 20:49:38 <glx> don't try to be smarter than the compiler ;) 20:49:41 *** Wolf01 has joined #openttd 20:49:59 <Samu> linux builders complained about the 0 20:50:05 <Samu> so I added (Money)0 20:50:48 <nielsm> Money{ 0 } would be better 20:50:56 <nielsm> example: https://github.com/OpenTTD/OpenTTD/pull/7924/commits/3a40ba8523b6bbd7b54a7c94810d11f314fe8044#diff-b09dd8e9871f743c088cfb195f08f7faR538-R547 20:51:29 <nielsm> I considered making that a ternary, but figured I may as well make a function of it 20:52:05 <nielsm> it would have ended up as a horribly long chained one otherwise 20:52:15 <Samu> funny, this is the ClearTile_Water function 20:52:17 <Samu> too 20:53:37 <Samu> so it's ok to create a function for a DoCommand 20:53:47 <Samu> CommandCost, actually 20:54:51 <nielsm> simple, static helper functions like that can make code easier to read, and the compiler might often inline them anyway 20:55:46 <nielsm> (also reminder that the "inline" keyword in C++ does not mean the function must or even just should be inlined, it just means it's legal to define the function multiple times and you promise every definition of it across all translations units are identical) 20:56:00 <TrueBrain> https://docs.dev.openttd.org/ai-api/index.html <- frosch123: w00p :) 20:56:22 <nielsm> what a clear front page 20:56:42 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 updated pull request #7943: Move commit checker from Azure Pipelines to Github Actions https://git.io/JvTY7 20:56:56 <TrueBrain> https://github.com/TrueBrain/OpenTTD-workflows/runs/394005027 <- I kinda like Actions the more I use it :) 20:57:48 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 commented on pull request #7943: Move commit checker from Azure Pipelines to Github Actions https://git.io/JvTOD 20:58:04 <frosch123> TrueBrain: \o/ 20:58:19 <TrueBrain> all that is left is to trigger this when a build is done :) 20:58:41 <TrueBrain> glx: how ironic, that your example failed :P 20:58:42 <glx> weird it ran fine before the rebase and forced push 20:58:45 <Samu> https://pastebin.com/77tNbC4J 20:58:52 <Samu> does it look better? 20:59:04 <TrueBrain> glx: checkout@v2 changed some rules 20:59:14 <TrueBrain> (it checks out a lot less code) 20:59:14 <frosch123> how does the nightly work? does the nightly trigger a rebuild of the whole jekyll? 20:59:21 <TrueBrain> frosch123: yes 20:59:27 <glx> the rebase failed 20:59:33 <glx> other stuff skipped 20:59:50 <TrueBrain> glx: yes. Most likely because @v2 changed stuff :) It seems origin/master doesn't exist ;) 21:00:06 <TrueBrain> it never fetches 'master' in @v2 21:00:18 <TrueBrain> https://github.com/actions/checkout 21:00:26 <glx> ha yes, I'll need the openttd checkout I guess 21:00:51 <TrueBrain> no, you need to checkout 'master' too :) 21:01:09 <TrueBrain> "fetch all branches", but only for master, basically 21:01:17 <TrueBrain> @v1 did a full git clone 21:01:21 <TrueBrain> which is TERRIBLY slow 21:01:28 <TrueBrain> @v2 only picks up what is absolutely needed 21:01:33 <TrueBrain> the rest you have to get yourself 21:01:36 <TrueBrain> like .. the master branch :) 21:01:47 <glx> I see 21:02:12 <TrueBrain> "git fetch --no-tags --prune --depth=1 origin +refs/heads/master:refs/remotes/origin/master" or something? 21:02:12 <TrueBrain> not sure 21:03:06 <TrueBrain> @v1 took 40 seconds for OpenTTD .. @v2 only 7 21:03:14 <TrueBrain> just to highlight how much better it got :) 21:03:49 <Samu> the way I have rivers being permanent is hacky 21:04:12 <Samu> it actually demolishes the river at cost 0 and rebuilds it right away 21:04:26 <Samu> with the same random bits 21:04:58 <Samu> no actual error pops up 21:05:06 <Samu> saying "you can't do that" 21:05:06 <TrueBrain> frosch123: why did you ask? 21:06:15 <frosch123> i just assumed it would be cron/time triggered 21:06:35 <TrueBrain> nah, it is a huge chain :) 21:06:49 <TrueBrain> otherwise new tags are annoying :D 21:06:55 <LordAro> Samu: yup, that's terrible 21:06:59 <LordAro> evening all 21:07:09 <TrueBrain> hello mister awesome 21:07:12 <Samu> why is it terrible :( 21:07:31 <Samu> it gives the idea nothing is done 21:07:39 <Samu> there's no £0 floating 21:07:42 <LordAro> Samu: you said it yourself, it's really really hacky 21:07:49 *** Hythlodaeus_ has quit IRC 21:07:59 <LordAro> TrueBrain: that's lord awesome to you 21:08:00 <LordAro> :p 21:08:22 <TrueBrain> my apologizes lord sinky 21:08:23 <Samu> but it's doing fine 21:08:31 <TrueBrain> sinky? Well, I guess I am going with this now 21:08:46 <LordAro> lol 21:09:27 <LordAro> Samu: ok, why do you think it's hacky? 21:09:59 <Samu> because in the settings, i say that rivers are "indestructible" 21:10:15 <Samu> they really aren't, they're destroyed and rebuilt at cost 0 21:10:33 <LordAro> right, so something that says it is one thing but is actually another 21:10:36 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 updated pull request #7943: Move commit checker from Azure Pipelines to Github Actions https://git.io/JvTY7 21:10:41 <LordAro> do you think that's a good thing? 21:10:47 <Samu> gives the effect that it's indestructible, so it's all good 21:11:00 <LordAro> just because it works, doesn't mean it's maintainable, understandable, or just straight up good code 21:11:09 <LordAro> by the sound of it, it's all 3 21:11:37 <LordAro> hacky is fine when you need to demonstrate something to a customer in 3 hours time and you need to get something working 21:11:45 <milek7_> TrueBrain: content-type is text/html 21:11:47 <LordAro> there are no time or space pressures here, so take the time to do it properly 21:12:10 <milek7_> while content looks rather like xhtml 21:12:14 <glx> ok more work needed 21:12:23 <DorpsGek_III_> [OpenTTD/workflows] TrueBrain opened pull request #1: Add: workflow to automate publishing of documentation https://git.io/JvT3q 21:12:35 <TrueBrain> milek7_: I hope you understand your comment is fully out-of-context to me :) 21:12:37 *** Hythlodaeus2 has joined #openttd 21:12:56 <Samu> I don't know of another way :( 21:13:01 <Samu> would have to think 21:13:13 <LordAro> the horror. 21:13:30 <TrueBrain> glx: it did do the fetch, I guess 21:13:37 <Samu> i don't want to pass an error to the command 21:13:51 <Samu> would break area clearing :( 21:13:52 <TrueBrain> glx: debugging becomes a bit easier if you add "set -x" at the start of the script 21:14:00 *** Etua has joined #openttd 21:14:27 <TrueBrain> glx: did you rebase locally btw? 21:14:30 <Samu> i actually want it to skip clearing the tile 21:15:19 <glx> yes locally master and the branch are in sync with openttd master 21:15:29 <glx> and on github too 21:15:38 <TrueBrain> so why does the rebase fail .. odd 21:15:52 *** Hythlodaeus2 has quit IRC 21:16:16 <TrueBrain> replace "master" with "${GITHUB_BASE_REF}" btw, before I forget to mention :D 21:16:56 <milek7_> TrueBrain: docs.dev.openttd.org serves xhtml files but Content-Type in header is text/html 21:17:04 <milek7_> it should be application/xhtml+xml 21:18:03 <TrueBrain> nah, you are solving the wrong problem there 21:18:09 <Samu> gonna try return CommandCost(); see what happens, instead of clearing at 0 21:18:16 <TrueBrain> let me convert those pages to html5 21:19:08 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 updated pull request #7943: Move commit checker from Azure Pipelines to Github Actions https://git.io/JvTY7 21:19:17 <Samu> * Creates a command cost return with no cost and no error 21:19:20 <Samu> oh really? 21:19:28 <DorpsGek_III_> [OpenTTD/workflows] TrueBrain updated pull request #1: Add: workflow to automate publishing of documentation https://git.io/JvT3q 21:22:00 <TrueBrain> milek7_: fixed 21:22:49 <TrueBrain> right, time to provision this in production 21:23:20 <milek7_> doxygen output is still xhtml 21:24:02 <TrueBrain> ah, you only mention the root, which was xhtml for some silly reason 21:24:15 <TrueBrain> owh well 21:24:24 <glx> hmm trailing whitespace errors during the rebase it seems 21:25:06 <Samu> wow, i can return CommandCost(); just like that! 21:25:43 <TrueBrain> glx: still weird, as it is a clean rebase .. so that should also be an issue locally? 21:26:22 <glx> locally it works if I type the commands 21:27:00 <TrueBrain> strange 21:29:44 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 updated pull request #7943: Move commit checker from Azure Pipelines to Github Actions https://git.io/JvTY7 21:31:02 <TrueBrain> glx: seems the PR checkout is already a merge 21:31:15 <TrueBrain> (..) origin +739695c458412cf2760f17d2d6d8dd687298cec1:refs/remotes/pull/2/merge 21:31:23 <TrueBrain> still, rebase should work tbh 21:32:21 <TrueBrain> "HEAD is now at 739695c Merge d734ced058d4d28781665b29f54eaee3da8a5021 into 3b177af8263df5212bf3ea3bcd048846f704a868" 21:32:23 <TrueBrain> after checkout 21:32:25 <TrueBrain> so something is funky 21:33:52 <TrueBrain> the @v1 also did that 21:35:07 <TrueBrain> glx: I would guess it has to do with fetch-depth 21:35:15 <TrueBrain> so I guess you just have to set fetch-depth to 0 21:35:18 <TrueBrain> which is too bad 21:36:09 <TrueBrain> but it is what it is :) 21:36:18 <TrueBrain> uses: actions/checkout@v2 21:36:18 <TrueBrain> with: 21:36:18 <TrueBrain> fetch-depth: 0 21:36:38 <glx> I guess default works fine for PRs with only 1 commit 21:36:45 <glx> or maybe not 21:37:06 <TrueBrain> fetch-depth by default is 1 21:37:09 <TrueBrain> so possibly it only gets the merge commit 21:37:13 <TrueBrain> and not the commits below it 21:37:15 <TrueBrain> so yeah, that is possible 21:38:40 <TrueBrain> would even make sense, I guess 21:38:42 *** sla_ro|master has quit IRC 21:38:45 <glx> oh the checkout HEAD^ scenario looks better 21:39:09 <glx> I think 21:39:28 <TrueBrain> that removes the merge commit :P 21:39:30 <TrueBrain> bit cheating :D 21:39:51 <TrueBrain> yeah, fetch-depth of 2 21:39:57 <TrueBrain> so that would be the merge commit + 1 more from the PR 21:40:02 <TrueBrain> but this is always an issue for us 21:40:08 <TrueBrain> as you don't know how many commits are in the PR 21:40:20 <TrueBrain> us wanting to rebase to master is the issue here 21:40:29 <TrueBrain> why did we do that again? 21:41:05 <TrueBrain> fetch-depth of 2 and checkout HEAD^ removes the merge-commit. Commit-checker should "just work" after that I guess 21:42:02 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 updated pull request #7943: Move commit checker from Azure Pipelines to Github Actions https://git.io/JvTY7 21:42:10 <glx> still testing things :) 21:43:04 <TrueBrain> and I am waiting for ACM to provision me a certificate 21:43:33 <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick updated pull request #7937: Build on competitor canal https://git.io/JvUIQ 21:45:16 <Samu> bah.. water_cmd.cpp is still a large diff 21:45:34 <Samu> I don't think I can make it shorter without ruining code style 21:45:49 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 updated pull request #7943: Move commit checker from Azure Pipelines to Github Actions https://git.io/JvTY7 21:46:23 <LordAro> Samu: lines of code is not a bad thing 21:46:42 <LordAro> Samu: incidentally, you're aware that commit should really be split up much more 21:46:50 <LordAro> probably into 3 separate PRs, given it's doing 3 different things 21:48:22 <glx> hmm ok HEAD^ is wrong, it's head of master 21:49:04 <LordAro> bit weird that the checkout is already a merge? can't that be "fixed" ? 21:49:16 *** nielsm has quit IRC 21:49:37 <Samu> split into more commits hmm 21:49:39 <glx> I guess I can set the rigth ref 21:49:40 <DorpsGek_III_> [OpenTTD/workflows] TrueBrain updated pull request #1: Add: workflow to automate publishing of documentation https://git.io/JvT3q 21:49:49 <Samu> deconstructing and patching backwards, you mean 21:50:52 <Samu> thing 1 and thing 3 can't be separated that easily 21:52:42 <TrueBrain> glx: pretty sure you are on the wrong track there :) 21:52:51 <TrueBrain> basically, GitHub pulls in the pr/merge, which is fine 21:52:58 <TrueBrain> but for some reason, which I cannot remember, we want to rebase to master 21:53:05 <TrueBrain> that is only going to work if you do fetch-depth of 0 21:53:12 <TrueBrain> as you don't know how many commits are in a PR 21:53:16 <TrueBrain> if we don't do the rebase 21:53:38 <TrueBrain> other solution arrise 21:53:46 <TrueBrain> but as long as you want the rebase .. you are a bit out of luck :) 21:54:05 <glx> I don't remember why we rebase :) 21:55:55 <TrueBrain> so in that case do a fetch-depth of 2, do a "checkout HEAD^" (that removes the merge commit) 21:55:56 <TrueBrain> and off you go 21:56:21 <TrueBrain> hmm, no, I am not sure which side of the merge it picks 21:56:31 <glx> but doing that it picks master head :) 21:56:38 <TrueBrain> so the left side, makes sense 21:56:50 <TrueBrain> so yeah, checkout@v2, ref: ${{ github.ref }} 21:57:00 <TrueBrain> so avoids the merge I would guess 21:57:01 <TrueBrain> not sure 21:57:02 <TrueBrain> interesting :D 21:57:20 <glx> GITHUB_REF is the merge 21:57:25 <TrueBrain> also interesting: my certificate is still not there :( 21:57:41 <glx> but I'm sure there's the correct ref somewhere 21:58:23 <TrueBrain> dump the env in an action and see 21:58:36 <TrueBrain> (maybe not in this branch, as you are making Azure Pipelines going maddddd :P) 21:58:52 <TrueBrain> I work on Actions in 2 branches: 1 to trigger actions in my fork, and one for the PR :) 21:59:14 <glx> I can do the tests on my other branch indeed 22:00:22 <TrueBrain> hmm, the pr/merge is done, to make sure things like workflows are as they are in master 22:00:24 <TrueBrain> which makes sense 22:00:25 *** Wolf01 has quit IRC 22:00:37 <TrueBrain> so not doing that might be a bit bad :D 22:00:49 <TrueBrain> so I guess we have to change the commit-checker instead :D 22:10:55 *** frosch123 has quit IRC 22:25:13 *** Progman has quit IRC 22:26:23 *** andythenorth has left #openttd 22:40:07 *** HerzogDeXtEr has quit IRC 22:49:33 <Samu> crap, i broke a feature :( 22:50:54 <Samu> stupid me, how do I undo a rebase now :( 22:51:49 <Samu> nevermind, i still have my very old patch file here to see what I had 23:06:29 *** Laedek has joined #openttd 23:17:48 *** WormnestAndroid has quit IRC 23:18:00 *** WormnestAndroid has joined #openttd 23:26:27 *** Etua has quit IRC 23:47:10 <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick updated pull request #7937: Build on competitor canal https://git.io/JvUIQ 23:48:18 <Samu> I don't have time to fully test this now, but at least I restored some functionality I broke by mistake 23:48:45 <Samu> cyas gn 23:48:47 *** Samu has quit IRC 23:58:09 <DorpsGek_III_> [OpenTTD/workflows] TrueBrain merged pull request #1: Add: workflow to automate publishing of documentation https://git.io/JvT3q