Log for #openttd on 10th April 2020:
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00:23:11  <DorpsGek_III> [OpenTTD/OpenTTD] ldpl opened pull request #8072: Fix: Make goal question use 16 bits again
00:24:23  <DorpsGek_III> [OpenTTD/OpenTTD] ldpl updated pull request #8072: Fix: Make goal question use 16 bits again
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01:01:33  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #8072: Fix: Make goal question ID use 16 bits again
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02:14:12  <DorpsGek_III> [OpenTTD/OpenTTD] jpsouzamatos commented on issue #8071: Vehicles renewing and new technologies
02:14:14  <DorpsGek_III> [OpenTTD/OpenTTD] jpsouzamatos closed issue #8071: Vehicles renewing and new technologies
02:39:19  <DorpsGek_III> [OpenTTD/OpenTTD] YorVeX commented on pull request #7859: Feature #7756: Allow server to supply a reason to kicked/banned clients
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06:20:22  <andythenorth> hmm
06:20:27  <andythenorth> it is morning
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06:36:00  <Samu> hello
06:36:17  <Samu> wow my pathfinder is getting smarter than me
06:48:54  <Samu> oh, right, the downfall of canal routes... the prohibitive building costs
06:49:08  <Samu> but given infinite money, the pathfinder looks strong!
07:31:04  <peter1138> 6ths in one hand, 8ths in the other.
07:31:14  <peter1138> Always messes me up :(
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08:00:20  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh merged pull request #8053: Hotkey for Land Info in normal mode
08:05:55  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh merged pull request #8072: Fix: Make goal question ID use 16 bits again
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08:25:36  <andythenorth> more coffee?
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08:45:16  <peter1138> Yes
09:26:33  <Samu> i found a bug with AreWaterTilesConnected
09:26:51  <Samu> between a canal and an aqueduct, it says the water tiles aren't connected
09:27:11  <Samu> time to fire up visual studio
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09:39:58  <Samu> wow, this is a complicated one, the bug is in tunnelbridge code
09:41:00  <Samu> or maybe nto
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09:48:25  <mcbanhas> hi all
09:48:59  <mcbanhas> we we're talking about fonts yesterday, and so it seems someone is apparently creating a whole new font for the game
09:49:49  <mcbanhas> if this goes ahead to support unicode characters, it could eventually become an option for a universal font
09:51:13  <Samu> I'm unsure how to solve this
09:54:53  <Samu>
09:54:59  <Samu> side != ReverseDiagDir(dir) is the problem
09:55:19  <Samu> the direction provided is already the reversed one
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09:56:42  <Samu> now i wonder if this is also bugged for locks/ship depots, brb
10:00:34  <Eddi|zuHause> mcbanhas: honestly? that looks horrible
10:04:52  <peter1138> And no helpuse for modern resolutions.
10:04:53  <peter1138> ...
10:04:54  <peter1138> help
10:04:56  <peter1138> not use
10:05:09  <peter1138> I changed use to help and accidentally it
10:06:07  <Eddi|zuHause> i hate when i accidentally it
10:07:05  <peter1138> Exactly.
10:07:16  <mcbanhas> It could be improved, and it's certainly on the narrow side, but it's not bad
10:07:34  <peter1138> I'd rather just use a ttf
10:08:52  <mcbanhas> well this could be turned in a ttf
10:09:01  <Eddi|zuHause> i doubt that
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10:15:51  <_dp_> hmm, why does a train redraw the entire bounding box of a tunnel when exiting it?
10:15:54  <_dp_>
10:16:11  <_dp_> and for each wagon
10:33:46  <andythenorth> to make sure your CPU is working well
10:37:00  <_dp_> yeah, nice having some extra heating in my room
10:37:10  <_dp_> but can I have an option to disable it by summer? :p
10:41:27  <Samu> just tested ship depots and locks, they're fine
10:41:32  <Samu> it's only aqueducts that are bugged
10:41:38  <Samu> I wonder why
10:45:48  <Eddi|zuHause> _dp_: probably an overeager "mark tile dirty", because technically the vehicle leaves the tunnel entrance tile and enters the tunnel exit tile directly
10:47:19  <Eddi|zuHause> _dp_: which would mean this actually happens on entering the tunnel instead of when exiting it
10:48:21  <mcbanhas> btw Eddi|zuHause you were right, I had a better look at the font and there are plenty of inconsistencies with it. I suggested the author some improvements in turn
11:03:43  <andythenorth> hn
11:16:00  <Samu> okay, aqueducts ruin this function...
11:17:41  <Samu> it must take the slope tile of the aqueduct into consideration
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11:18:04  <Samu> or else it will say a tile under the aqueduct is connected to the aqueduct ramp
11:19:01  <Samu> tile height perhapts
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11:20:49  <DorpsGek_III> [OpenTTD/OpenTTD] kramsfasel opened issue #8073: Missing Savefiles - please warn if started from ~/.config/openttd/
11:36:28  <DorpsGek_III> [OpenTTD/OpenTTD] Eddi-z commented on issue #8073: Missing Savefiles - please warn if started from ~/.config/openttd/
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12:22:33  <supermop_Home_> yo
12:24:11  <Samu> hi
13:00:29  <DorpsGek_III> [OpenTTD/OpenTTD] kramsfasel commented on issue #8073: Missing Savefiles - please warn if started from ~/.config/openttd/
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13:14:47  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on issue #8073: Missing Savefiles - please warn if started from ~/.config/openttd/
13:20:56  <supermop_Home_> so my carreer has led me to modeling a nurbs surface that looks like Gumby's head to be part of a strange banquette design
13:26:15  <Samu> difficult screenshot, take caution:
13:27:05  <Samu> the lines in yellow have to be different on both openttds
13:27:20  <Samu> if one is false, the other has to be true
13:27:38  <Samu> the lines in black have to have no change
13:27:48  <Samu> if one is false, the other must also be false
13:28:02  <Samu> what I see is that my fix is nearly ok
13:28:35  <Samu> still fails for water tiles underneath an aqueduct with an aqueduct ramp nearby
13:30:56  <Samu> more specifically, tiles 2096 with 2032 and 2906 with 2160
13:31:10  <Samu> my fix still says they're connected which is wrong
13:35:06  <Samu> what do I have to do...
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13:40:00  <Samu> there can be tiles of different slope configurations underneath aqueducts
13:40:44  <Samu> but which ones can contain water
13:44:52  <Samu> sloped rivers, but rivers have no tracks
13:45:29  <Samu> flat rivers have tracks
13:46:15  <Samu> same as sea
13:47:43  <nielsm> why.... does that matter
13:47:46  <nielsm> you're bridging over it
13:55:24  <Samu> the bug is that it says they're connected
13:56:22  <andythenorth> so
13:56:39  <andythenorth> keep it insane steel industry mini model railway?
13:56:44  <andythenorth> or add some more diverse chains?
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14:19:23  <DorpsGek_III> [OpenTTD/OpenTTD] FLHerne commented on pull request #7859: Feature #7756: Allow server to supply a reason to kicked/banned clients
14:24:09  <DorpsGek_III> [OpenTTD/OpenTTD] YorVeX commented on pull request #7859: Feature #7756: Allow server to supply a reason to kicked/banned clients
14:25:21  <Samu> I think I managed to fix it!
14:39:56  <Samu> Fix: [AI/GS] AreWaterTilesConnected wasn't handling aqueducts properly
14:40:01  <Samu> how vague is this?
14:40:38  <Samu> I'm really bad at describing stuff
14:42:25  <Samu> I fix 2 bugs. bug 1 in the picture is checking tiles 1700-1764 and bug 2 is 2032-2096
14:42:37  <Samu>
14:42:43  <Samu> now how to resume this into a title
14:42:45  <Samu> a commit
14:43:07  <Samu> 1700-1764 was reporting no connection
14:43:24  <Samu> 2032-2096 was reporting there was a connection
14:43:38  <Samu> they're both fixed
14:45:16  <Samu> oh rats, i committed to master :p
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14:45:24  <Samu> so stupid of me
14:56:39  <andythenorth> I could do this as a cargo
14:56:43  <andythenorth> IRL it's really important
14:56:51  <andythenorth> but as a train cargo, seems boring
15:20:52  <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick opened pull request #8074: Fix: [AI/GS] AreWaterTilesConnected wasn't handling aqueducts properly
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15:35:38  <mcbanhas> hmm guys since we're now supporting multiple docks p/ station
15:36:05  <mcbanhas> will there be a drag n drop tool for docks as well?
15:36:31  <mcbanhas> also with the graphics to make long ports non-repetitive while adding variety?
15:38:06  <nielsm> there's rumours peter1138 has "newdocks" code floating around, i.e. support for newgrf-defined alternate dock graphics
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15:38:12  <nielsm> and if not someone will have to make that
15:38:18  <nielsm> but it's definitely a wish list item :)
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15:39:45  <mcbanhas> that would b really cool. I'm a vanilla player for the most part and having variety added to ports would be a real treat
15:41:31  <mcbanhas> also, will adding water depth imply the addition of any new ships (for better navigating deep/shallow waters)?
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15:44:19  <michi_cc> andythenorth: You up for being a guinea pig for a bit?
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16:04:34  <andythenorth> what am I doing?
16:04:35  <andythenorth> opengl?
16:04:58  <andythenorth> michi_cc
16:05:38  <michi_cc> andythenorth:
16:06:08  <michi_cc> On the search for the mysterious slowdown...
16:07:02  <michi_cc> andythenorth: On line 353 in src/video/cocoa/ you can switch the colour space between sRGB and native (change 0 to 1).
16:08:07  * andythenorth compiles
16:08:44  <andythenorth> wow it's all gone retina :D
16:09:02  <supermop_Home_> I've spent too much on food delivery
16:09:26  * andythenorth switches to quad size UI and font
16:09:53  <andythenorth> michi_cc I just make random observations?
16:10:03  <michi_cc> Well, fast or slower?
16:10:29  <andythenorth> * cursor doesn't move if game is paused
16:10:33  <andythenorth> * map scroll is broken
16:10:55  <michi_cc> Details, details... :p
16:11:02  <andythenorth> hmm game won't unpause now
16:11:09  <andythenorth> hotkey failing
16:11:22  <michi_cc> I didn't change that...
16:13:04  <andythenorth> this is when I should get a twitch account...
16:14:29  <andythenorth> game seems to hang when unfocussed
16:16:55  <andythenorth> michi_cc using unscientific test, I think it's 4x or 5x slower than master
16:17:07  <andythenorth> based on ffwd frame rate in corner of map with full animation on
16:17:25  <andythenorth> turning full animation off doesn't work, redraw smears, game loses resonsiveness
16:17:43  <michi_cc> Well, in that case, I don't neeed to care about the bugs, because it is pointless (or I am doing it completely wrong).
16:18:29  <andythenorth> it's hard to devise a fair test
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16:19:42  <andythenorth> with the patch, it's slower, but it has a lot more pixels to draw
16:22:14  <andythenorth> L353 true is slower than false
16:22:17  <andythenorth> by about factor 3
16:22:20  <andythenorth> roughly
16:25:34  <michi_cc> andythenorth: Just in case, I've reuploaded the patch file to at least fix the broken pause redraw.
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16:26:49  <andythenorth> that's also eliminated smearing and non-responsiveness after disabling full animation
16:26:54  <andythenorth> unless it's co-incidence
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16:27:56  <michi_cc> That colour space things is something absolutely do not understand. Why in the world is it slower to draw in the native display space than in some other colour space? The only what it makes slight sense is if macOS internally works with some other intermediate colour space, but of course there's like no documentation about it.
16:28:15  <michi_cc> andythenorth: Probably, I missed to scale the coordinates in one spot.
16:30:03  <michi_cc> andythenorth: Also, I'm trying to get my OpenGL patch working enough on macOS to do basic tests this easter, but I'm absolutely not sure how much work that really is going to be.
16:31:05  <andythenorth> hmm
16:31:38  <andythenorth> I could run Instruments later and see what the profile shows
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17:21:56  <peter1138> Skip OpenGL and just go Vulkan/Metal
17:24:35  <LordAro> peter1138: i feel like we'd be dropping support for more platforms than we'd like by doing that right now
17:24:44  <LordAro> not that we'd drop other graphics drivers though, i guess
17:25:42  <peter1138> I wonder if I'll get more than 10 fps in X-Plane today!
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17:40:12  <milek7> there's opengl renderer somewhere on forums
17:43:12  <michi_cc> That things is quite a different beast, I meant
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17:56:25  <milek7> yes, but isn't it even better with completeopengl blitting? ;P
18:01:25  <glx> first a video driver :)
18:02:40  <nielsm> I agree using vulkan is a bad idea, at least if ot
18:02:45  <nielsm> if it's the only choice
18:03:03  <nielsm> metal even worse choice :)
18:05:55  <nielsm> we'd probably also have to make sure any opengl video output runs well enough on old laptops with terrible intel graphics
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18:17:45  <andythenorth> metal is odd
18:18:08  <andythenorth> the one 3D game I play is Blitz, when it switched to metal some aspects of performance were stellar better
18:18:30  <andythenorth> but occasionally performance just stutters
18:18:40  <andythenorth> might be the Blitz implementation, hard to know
18:19:49  <michi_cc> nielsm: Even worse, many older (and newer) Intel graphics will not run OpenGL at all, simply because the pre-install didn't come with any OpenGL components, and most users will never update their driver on their own.
18:21:46  <nielsm> michi_cc yes I know, it was always a big problem with aegisub, used opengl to paint video since very early
18:22:02  <nielsm> also caused some AMD driver versions to crash hard
18:24:41  <nielsm> also even with an opengl based video output in ottd, there's still some OS aspects with window system, input etc to handle, so there will still need to be multiple video drivers
18:24:54  <nielsm> (or use SDL everywhere)
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18:39:11  <mcbanhas> anyone knows of a good newgrf featuring lots of classic streamlined trains?
18:44:23  <arikover`> US Train Set has a lot of these. But it does not work properly with new industry sets.
18:50:18  <Samu> I have a weird request. I can't figure a way to detect the north tile of a ship depot, if the depots are built in a row
18:50:25  <Samu> via AI
18:51:14  <Samu> need help
18:52:07  <Samu> I can think of an unorthodox way, using ship orders, then getting the location of the order
18:52:41  <Samu> but that requirement, for the purposes of a water pathfinder, is just ... too ugly
18:54:54  <Samu> if I check the offset by 1 tiles, i can get the tile of another depot when they're built in a row :(
18:55:06  <mcbanhas> arikover`:  I can't seem to find that train set. Can you link me plz?
18:57:38  <Samu> creating a list of depots via AIDepotList() won't work for ship depots which are of a competitor company
18:58:07  <Samu> i could retrieve the north tile that way, but... it's also an ugly method
18:59:35  <Samu> i can detect the extreme opposite tiles though
19:00:23  <Samu> the north tile of the most northest depot, and the south tile of the most southest depot
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19:02:20  <Samu> I can also compute the distance between those
19:05:19  <DorpsGek_III> [OpenTTD/OpenTTD] buynov opened issue #8075: OpenTTD failed to start on MacOS
19:07:27  <LordAro> so, 1.10.1 ?
19:07:33  <DorpsGek_III> [OpenTTD/OpenTTD] andythenorth commented on issue #8075: OpenTTD failed to start on MacOS
19:08:09  <nielsm> LordAro: I think so?
19:08:26  <LordAro> anyone else feel like putting it together? :p
19:09:23  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #8075: OpenTTD failed to start on MacOS
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19:13:04  <LordAro> i see the crash, i think
19:13:13  <LordAro> GroupNameSorter is really weirdly written
19:15:28  <andythenorth> hmm
19:15:39  <andythenorth> what about a Builders Yard that closes if not supplied every 3 months
19:15:57  <andythenorth> and have the Scrap Yard require a Builders Yard in same town or it closes
19:16:53  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on issue #8075: OpenTTD failed to start on MacOS
19:17:28  <LordAro> glx: possibly #7831 as well
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19:17:41  <glx> at least both use 10.12.6
19:17:53  <DorpsGek_III> [OpenTTD/OpenTTD] buynov commented on issue #8075: OpenTTD failed to start on MacOS
19:18:29  <LordAro> could be some weird compilation thing with MacOS? but there's no nullptr check on the r == 0 branch of GroupNameSorter
19:18:46  <LordAro> not sure if that's necessary? Can sorter functions be passed nullptr values?
19:19:24  <LordAro> doesn't look lik this particular one can
19:22:49  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #8075: OpenTTD failed to start on MacOS
19:22:50  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #8075: OpenTTD failed to start on MacOS
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19:23:07  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #8066: 1.10.0 crashes on start in OS X 10.12.6
19:23:08  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #8066: 1.10.0 crashes on start in OS X 10.12.6
19:25:26  <arikover`> mcbanhas: It seems to be available ingame via online content.
19:28:04  <LordAro> glx: so what do we think? miscompilation on OSX would be ...unexpected
19:28:12  <michi_cc> LordAro: The + 68168 in the single backtrace line seems more like a trashed stack. There's no way the group name sorter function has that many bytes.
19:28:40  <glx> and stack with only one line is never good
19:28:41  <LordAro> michi_cc: that was a bit weird, unless something like strnatcmp has been inlined
19:31:23  <glx> could also just be an issue in macos specific code (with all the macos version checks everywhere)
19:31:59  <andythenorth> there might have been a forums report
19:32:01  * andythenorth looks
19:32:03  <LordAro> #7838 includes the same function, but was Windows
19:32:15  <LordAro> i can't imagine that's a coincidence
19:32:22  <glx> not exactly the same it seems
19:32:33  <andythenorth>
19:32:37  <andythenorth> same person?
19:33:10  <andythenorth> this one is maybe unrelated
19:34:36  <LordAro> first one is almost certainly the same person as #8066
19:35:18  <mcbanhas> arikover, tks I found it :)
19:35:19  <LordAro> andythenorth: complete lack of any real information in the second makes it difficult to tell
19:35:30  <LordAro> "does not start" is a bit suspicious, but could be anything really
19:35:33  <andythenorth> different OS version
19:35:46  <glx> SelectCompanyLiveryWindow::GroupNameSorter() uses the same code as VehicleGroupWindow::GroupNameSorter() but the call graph will be different
19:35:53  <LordAro> sounds like it's hanging in that one anyway, rather than crashing
19:37:18  <andythenorth> yup
19:40:45  <glx> hmm one thing that may help for #8066 and #8075 is to run with -d9
19:41:12  <glx> could show the falling area
19:41:13  <LordAro> michi_cc: glx: if everything's been inlined, MacOSStringCompare now has that new AutoRelease stuff, could possibly be causing issues?
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19:43:35  <michi_cc> LordAro: That is a simple std::unique_ptr, just with a different free, and should be identical.
19:44:03  <LordAro> unless it's bugged with 10.12 :p
19:44:17  <michi_cc> Compiler bugs never happen :p
19:44:23  <LordAro> :)
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19:46:25  <glx> anyway I'm not really sure #7838 and the macos crash are related, as it's not the same function in the log
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19:47:07  <LordAro> oh, right, i see
19:47:09  <LordAro> yeah, different
19:47:16  <LordAro> though weirdly coincidental
19:47:39  <michi_cc> A crash log from a build with --enable-debug=3 would be helpful, just that I suspect that wouldn't crash.
19:47:46  <glx> yeah, but a stack trace with only one line usually means stack overflow at some point
19:48:07  <LordAro> run with valgrind, see if it picks anything up?
19:48:43  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #8066: 1.10.0 crashes on start in OS X 10.12.6
19:48:44  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro reopened issue #8066: 1.10.0 crashes on start in OS X 10.12.6
19:49:06  <glx> would be easier to get one of the reporters here to do some tests I guess
19:49:48  <LordAro> #8066 is the one that mentioned old embedded toolchains, so might actually be able to try some compilation
19:50:00  <LordAro> (in their forum post that andythenorth linked)
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19:52:20  <glx> oh and assert are disabled on release builds, maybe it could at least try a nightly
19:58:21  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #8066: 1.10.0 crashes on start in OS X 10.12.6
19:58:29  <LordAro> ^ that cover everything?
19:59:56  <glx> at least a good starting point to hopefully find the issue :)
20:00:25  <andythenorth> might need to explain how to run with -d9
20:00:44  <andythenorth> not trivial with a packaged binary
20:00:52  <glx> well he uses tools to do microcontroller stuff
20:01:16  <andythenorth> true
20:01:22  <glx> I think he should know some advanced use of the OS :)
20:01:28  * andythenorth stops writing instructions that might not be needed
20:01:57  <glx> and if needed they'll ask I guess
20:02:41  <LordAro> so, 1.10.1 ? :p
20:04:15  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on issue #8075: OpenTTD failed to start on MacOS
20:12:23  <DorpsGek_III> [OpenTTD/OpenTTD] CheeseSprinkles opened issue #8076: Odd Cursor Glitch When Moving Through Windows and Game
20:13:29  <milek7> Title Case Is So Weird
20:15:08  <DorpsGek_III> [OpenTTD/OpenTTD] buynov commented on issue #8066: 1.10.0 crashes on start in OS X 10.12.6
20:16:16  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on issue #8076: Odd Cursor Glitch When Moving Through Windows and Game
20:16:58  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #8066: 1.10.0 crashes on start in OS X 10.12.6
20:18:27  <DorpsGek_III> [OpenTTD/OpenTTD] jpsouzamatos opened issue #8077: Toll
20:20:36  <LordAro> what's with all the issues this evening?
20:22:20  <LordAro> not that that one needs to remain open
20:22:25  <LordAro> to the suggestions forum with you!
20:22:43  <michi_cc> People are finally bored enough?
20:24:14  <glx> #8077 could be a nice idea, but everyone should also pay toll to towns ;)
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20:40:16  <supermop_Home_> andythenorth should i make little capsule towers again?
20:40:27  <andythenorth> yes
20:41:19  <supermop_Home_>
20:42:24  <supermop_Home_> should i make non deterministic capsule towers that cause desyncs?
20:53:43  <andythenorth> perhaps not
20:54:33  * andythenorth trying to figure out how electrical steel is made
21:07:45  <LordAro> andythenorth: i imagine it involves electricity
21:07:49  <LordAro> and steel
21:10:43  <andythenorth> and silicon
21:10:56  * andythenorth wants to do a transformer factory
21:11:06  <andythenorth> not the autobots, although that might be rad :P
21:14:40  <andythenorth>
21:20:25  <nielsm> looks like it's holding the cargo carefully as to not get burnt
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21:22:29  <_dp_> random question - are there any newgrfs with self-driving vehicles?
21:24:27  <LordAro> pretty sure the driver is hardcoded
21:24:46  <LordAro> (as in the count of people who die if the vehicle gets hit by a train)
21:25:04  <nielsm> it could make sense for engines to have a "crew size" parameter
21:25:27  <andythenorth> :)
21:29:10  <Samu> I did it!
21:30:00  <Samu> I can finally detect which depot part is north of south part
21:30:58  <Samu> required a bit of brute force
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21:32:03  <Samu>
21:33:27  <Samu> pick any given depot tile in a chain of depots
21:33:50  <Samu> retrieve the end extremes
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21:34:31  <Samu> then retrieve the full length of it
21:34:52  <Samu> slice it into multiple parts
21:35:02  <Samu> as many parts as you have depots
21:35:34  <Samu> then compute the offsets for first depot tile, and the 2nd depot tile
21:37:38  <Samu> see if each tile matches the given depot tile
21:37:55  <Samu> if it matches, then you want the other tile
21:38:41  <Samu> yeah, I'm bad at explaining things, just look at the code. It works. It's quite bad, but it works!
21:45:47  <Samu> I'm almost done with the canal pathfinder. All that remains is the internal penalty costs. They're quite messed up atm.
21:46:04  <Samu> gotta go, cyas
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22:04:29  <DorpsGek_III> [OpenTTD/OpenTTD] michicc opened pull request #8078: Remove: macOS support before 10.7
22:06:46  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #8025: Remove: Support for macOS before 10.9
22:06:47  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh closed pull request #8025: Remove: Support for macOS before 10.9
22:13:34  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #8078: Remove: macOS support before 10.7
22:15:10  <DorpsGek_III> [OpenTTD/OpenTTD] michicc commented on pull request #8078: Remove: macOS support before 10.7
22:16:32  <DorpsGek_III> [OpenTTD/OpenTTD] CheeseSprinkles commented on issue #8076: Odd Cursor Glitch When Moving Through Windows and Game
22:16:49  <DorpsGek_III> [OpenTTD/OpenTTD] CheeseSprinkles commented on issue #8076: Odd Cursor Glitch When Moving Through Windows and Game
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