Log for #openttd on 17th October 2020:
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06:45:46  <DorpsGek_III> [OpenTTD/team] borek01 opened issue #57: [pl_PL] Translator access request
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14:02:45  <FLHerne> Aaargh, the deprecation spam when compiling old-FIRS
14:05:02  <andythenorth> ouch
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14:06:11  <FLHerne> I think nml needs some filters
14:06:28  <FLHerne> Or maybe stop printing them after the <nth> warning?
14:06:31  <andythenorth> how often do we anticipate people compiling old FIRS?
14:07:23  <LordAro> an equivalent of -Wno-deprecated might be nice
14:07:44  <FLHerne> I think I can understand 'accept_cargo_types' is deprecated, consider using 'cargo_types' instead after the first warning, I don't need another 500
14:08:24  <FLHerne> andythenorth: Until you make v4 the master branch, or I stop forgetting to check it out :p
14:09:31  <andythenorth> well
14:09:38  <andythenorth> what's left to finish in FIRS 4?
14:09:58  * andythenorth checks the list
14:10:02  <andythenorth> oh shitloads
14:10:09  <andythenorth> including closure, which is impossible
14:10:27  <andythenorth> probably strikethrough that
14:10:27  <FLHerne> Always good to keep an impossible task
14:10:41  <FLHerne> Then there's no pressure to finish the others, because they're not on the critical path
14:11:11  <andythenorth> there's only about 20 things left to do
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14:13:11  <TrueBrain> bah .. ideally I want to upgrade mediawiki before comparing HTML .. the HTML of our version is .. shitty? :P
14:13:12  <FLHerne> Actually, impossible tasks aren't ideal
14:13:49  <FLHerne> What you really need is a task that relies on something outside your control, that isn't going to happen, hypothetically happening at some point
14:14:21  <FLHerne> Are you sure the new version is any less shitty?
14:14:30  <TrueBrain> the HTML got some love
14:14:35  <TrueBrain> and uses more modern functionalities
14:14:46  <TrueBrain> owh well .. I just have to proof once it is (near) identical :D
14:20:56  <TrueBrain> the use of capitals in our wiki is a total mess :D
14:23:03  <glx> FLHerne: yeah nml warns very easily and too much, but there's no way to filter warning types yet
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14:30:21  <FLHerne> glx: Yeah, I was thinking of adding it (again)
14:31:29  <glx> I'm looking at it too
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14:34:24  <glx> oh and #78 will add more warnings ;)
14:38:36  <TrueBrain> (foo * 4)&#160;% 5 + 6) <- 160? Lol .. wtf is 160, lets find out ..
14:39:01  <TrueBrain> nbsp
14:39:06  <TrueBrain> whyyyyyy
14:39:27  <LordAro> ha
14:41:50  <LordAro> glx: you should merge #103
14:41:53  <LordAro> you know you want to
14:42:09  <LordAro> or #70
14:42:16  <LordAro> one of them, at least
14:55:12  <DorpsGek_III> [OpenTTD/nml] glx22 approved pull request #70: Reduce boilerplate for creating BinOps
15:05:35  <FLHerne> glx: I need to fix the circular import
15:06:01  <FLHerne> The trivial way would be to import binop inside the function call, but that might hurt performance a bit
15:06:08  <FLHerne> Eh, I'll do it
15:06:11  <TrueBrain> w00p, the diff of comparing with mediawiki starts to become really small for some complex pages .. :D Hopefully soon I can just run the whole wiki :P I like knowing the parser does what it should be doing :D
15:06:18  <glx> <-- 1 more error won't change too much there ;)
15:06:52  <FLHerne> Oof
15:06:53  <FLHerne> Ok
15:07:10  <FLHerne> I'm quite sure it's not actually a problem, it just upsets the checker
15:07:58  <LordAro> it'd be nice to fix for code-cleanliness reasons, but ultimately we can just make the error as a false positive/won't fix
15:08:11  <LordAro> mark the error*
15:09:57  <DorpsGek_III> [OpenTTD/nml] FLHerne commented on pull request #70: Reduce boilerplate for creating BinOps
15:10:13  <DorpsGek_III> [OpenTTD/nml] FLHerne merged pull request #70: Reduce boilerplate for creating BinOps
15:11:14  <FLHerne> Yay
15:11:19  <LordAro> \o/
15:11:35  <FLHerne> LordAro: I guess that clears the way for your even bigger mass change :p
15:14:57  <FLHerne> LordAro: Oh, at least can use the new BinOp style
15:15:29  <LordAro> already reached that conflict :)
15:15:35  <FLHerne> Well, you'd see the rebase conflict anyway
15:15:37  <FLHerne> ^^
15:17:16  <DorpsGek_III> [OpenTTD/nml] glx22 updated pull request #78: Add: optimise switches
15:17:26  <glx> (useless rebase ;) )
15:18:12  <FLHerne> glx: Is anything needed for that one?
15:20:59  <glx> it should be ok, all my local tests passed
15:21:11  <DorpsGek_III> [OpenTTD/nml] LordAro updated pull request #103: Blacken & Flake8 nml
15:21:22  <LordAro> so very glad i rewrote the PR to break the changes up into re-runnable chunks
15:21:30  <LordAro> only had to fix 4 new flake8 errors :p
15:21:39  <glx> not bad :)
15:22:37  <LordAro> ah crap, missed something
15:23:22  <LordAro> except... no i didn't?
15:26:28  <DorpsGek_III> [OpenTTD/nml] LordAro updated pull request #103: Blacken & Flake8 nml
15:27:37  <LordAro> ooh, forgot the line length
15:28:21  <DorpsGek_III> [OpenTTD/nml] LordAro updated pull request #103: Blacken & Flake8 nml
15:28:22  <LordAro> well, the diff output will be useful anyway
15:32:16  <DorpsGek_III> [OpenTTD/team] Anne017 opened issue #58: [fr_FR] Translator access request
15:32:54  <DorpsGek_III> [OpenTTD/team] glx22 commented on issue #58: [fr_FR] Translator access request
15:33:55  <LordAro> 38 seconds
15:33:59  <LordAro> glx: you're slacking
15:49:19  <TrueBrain> Especially as another is open for longer :p
15:50:30  <DorpsGek_III> [OpenTTD/team] glx22 commented on issue #57: [pl_PL] Translator access request
15:50:32  <glx> ah yes
15:55:59  <FLHerne> LordAro: I guess the CodeQL issues are just reformatted versions of existing ones...
15:56:08  <FLHerne> The ones I checked so far are
15:56:18  <LordAro> FLHerne: yeah
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15:58:07  <andythenorth> nml release? o_O
15:58:21  <LordAro> only codechanges really
15:58:23  <LordAro> but we could do
16:04:20  <FLHerne> LordAro: What does the `assignment` -> `existing_assignment` change fix?
16:04:45  <FLHerne> It seems to just add verbosity for no reason
16:05:12  <FLHerne> (in 'non-formatting-related flake8 fixes')
16:09:29  <LordAro> FLHerne: there's an import named assignment
16:09:38  <LordAro> so fixing variable shadowing
16:16:52  <FLHerne> Hm
16:17:04  * FLHerne tries to think of a shorter different name :p
16:17:42  <FLHerne> LordAro: What's going on with "Move Action0 properties table..."? It's a bit hard to interpret the every-line-changed diff :p
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16:19:23  <glx> the PR is easier to read now, with all the commits, than the last time :)
16:19:31  <andythenorth> hmm will deliveroo arrive on time?
16:19:39  <FLHerne> Oh, I see
16:21:07  <LordAro> FLHerne: there's a few commits you just have to trust that i only moved code, rather than actually changed anything :p
16:23:02  <andythenorth> we have complete test coverage.....right? :P
16:23:03  <andythenorth> oof
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16:24:23  <LordAro> andythenorth: i don't think anyone's dared measure it
16:26:05  <DorpsGek_III> [OpenTTD/nml] FLHerne commented on pull request #103: Blacken & Flake8 nml
16:31:13  <DorpsGek_III> [OpenTTD/nml] FLHerne commented on pull request #103: Blacken & Flake8 nml
16:34:24  <DorpsGek_III> [OpenTTD/nml] FLHerne commented on pull request #103: Blacken & Flake8 nml
16:34:38  <FLHerne> LordAro: ^comments
16:35:14  <DorpsGek_III> [OpenTTD/nml] LordAro commented on pull request #103: Blacken & Flake8 nml
16:35:50  <DorpsGek_III> [OpenTTD/nml] LordAro commented on pull request #103: Blacken & Flake8 nml
16:37:43  <FLHerne> LordAro: I meant 'mapped' instead of 'existing_assignment'
16:37:53  <FLHerne> i.e. `for mapped in self.mapping`
16:38:09  <LordAro> is that meaningful?
16:38:16  <FLHerne> I think so?
16:38:18  <LordAro> "mapped" is very different to "assignment"
16:38:27  <LordAro> but i don't really know the code
16:40:04  <glx> it's for recolour sprites
16:40:29  <FLHerne> LordAro: Recolour sprites are a mapping of one or more (ranges of) colours to different ones
16:40:59  <FLHerne> Each assignment is one mapped colour [range?]
16:41:07  <FLHerne> At least if I understand the code correctly
16:41:10  <glx>
16:41:40  <FLHerne> Incidentally, I note that it's "Recolor sprite" in the NFO docs and "Recolour sprite" in NML :p
16:43:27  <glx> so mapping is a list of assignment.Assignment
16:44:34  <FLHerne> [afk, walk dog while light-ish]
16:44:46  <LordAro> "for recolour in self.mapping:" ?
16:47:29  <glx> seems accurate
16:49:16  * andythenorth could get a dog
16:49:18  <DorpsGek_III> [OpenTTD/nml] LordAro updated pull request #103: Blacken & Flake8 nml
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17:04:24  <DorpsGek_III> [OpenTTD/nml] LordAro approved pull request #78: Add: optimise switches
17:14:08  <DorpsGek_III> [OpenTTD/nml] glx22 merged pull request #78: Add: optimise switches
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17:16:33  <DorpsGek_III> [OpenTTD/nml] LordAro updated pull request #103: Blacken & Flake8 nml
17:21:50  <FLHerne> LordAro: +1
17:23:30  <FLHerne> LordAro: I thought about the action0properties thing a bit more, I still think it's wrong :-(
17:24:55  <FLHerne> Semantically, it's a mapping from specific, meaningful, not-quite-contiguous values to each set of properties
17:25:11  <FLHerne> A dict represents that better than a list
17:25:55  <LordAro> i agree, but that's a bigger change than i was willing to go to
17:25:56  <FLHerne> And the reason it avoids #fmt on/off is that it moves all the pieces of code away from where they're actually used
17:26:14  <FLHerne> Which makes it harder to read, not easier
17:26:53  <FLHerne> At the moment, all the property-specific helper functions are next to the one or two properties they're used for
17:27:23  <FLHerne> It was a dict already, no?
17:27:42  <LordAro> nope
17:27:56  <LordAro> it used hex indices, which made it a little less clear
17:28:12  <FLHerne> Oh, you're right
17:28:27  <FLHerne> I don't think the hex indices make it less clear
17:28:32  <FLHerne> They're not arbitrary
17:29:09  <LordAro> they make it less clear between whether it's a list or dict, i mean
17:29:16  <glx> hex should be replaced with named values at some point probably
17:29:18  <LordAro> but i added the big comments with titles
17:29:25  <FLHerne> The comments do make it more clear
17:29:55  <LordAro> just as clear as it was, imo, even more so for the ones that are None
17:30:12  <LordAro> i do agree with the whole splitting code/data though, but i can't really think of a better solution
17:30:23  <LordAro> splitting it into individual files per property, perhaps?
17:30:36  <FLHerne> I think that would probably be overkill
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17:31:07  <FLHerne> In the short term, more #fmt comments? :p
17:31:25  <LordAro> *i guess*
17:31:35  <FLHerne> Maybe it would make sense to split them out a bit
17:32:05  <FLHerne> e.g. all the tracktype properties in one file would make some sense
17:33:45  <FLHerne> But it's kind of nice to have them together, e.g. would have been marginally more annoying otherwise
17:34:00  <FLHerne> I don't love any of the possible solutions :-/
17:45:21  <FLHerne> andythenorth: Dogs are good
17:52:05  <DorpsGek_III> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
17:52:05  <DorpsGek_III>   - Update: Translations from eints (by translators)
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18:53:37  <andythenorth> oof too much tanks
18:53:46  <andythenorth> not enough beer
18:53:50  <andythenorth> priorities all wrong
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19:01:15  <FLHerne> Not tanks of beer, then
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19:21:29  <TrueBrain> yippie, my compare script was not for nothing ..
19:21:31  <TrueBrain> -<tr style="background-color:transparent">
19:21:31  <TrueBrain> +<tr>
19:21:36  <TrueBrain> it finds mistakes in my renderer :D
19:30:34  * andythenorth plays openttd
19:46:38  <FLHerne> CodeQL seems to be producing some nonsense errors :-(
19:46:46  <FLHerne> e.g.
19:47:14  <FLHerne> `mul` should always be an integer, which isn't mutable
19:47:59  <FLHerne> And if you click 'Show paths' to see why it disagrees, it just highlights odd ranges at random
19:49:56  <andythenorth> hmm how do pre-signals work?
19:50:13  <andythenorth> nvm
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19:59:33  <andythenorth> hmm
19:59:42  <andythenorth> I don't think pre-signals help me
19:59:55  <andythenorth> I want a signal that paths can be reserved through
20:00:07  <andythenorth> but a train will safely stop at if it cannot reserve a path
20:00:15  <andythenorth> this would allow prioritising merges
20:08:39  <FLHerne> andythenorth: Presignals can do that for you
20:12:46  <andythenorth> seems I don't mean a merge
20:13:12  <andythenorth> nvm
20:13:20  <andythenorth> 1 line per train anyone? o_O
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20:33:41  <FLHerne> What do you mean by a merge, then?
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21:07:54  <DorpsGek_III> [OpenTTD/OpenTTD] embeddeddev opened issue #8330: No installation on Ubuntu 20.10 possible
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21:19:21  <andythenorth> is naptime?
21:19:31  <andythenorth> FLHerne I mean a junction, nothing like a merge
21:20:26  <andythenorth> it's a crossing, trains from sources A and B can choose between destinations C and D, and I wanted to prioritise trains on the track from A
21:21:29  <andythenorth> but I replaced it with dedicated lines for each source-destination instead, much easier
21:23:44  <andythenorth> also naptime
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22:34:34  <rptr_> is there some overview of all players'/ais' numbers? like num stations, trains, etc, in graph/ overview form?
22:35:06  <Eddi|zuHause> not that i know of
22:35:29  <rptr_> would that be considered not appropriate? i think i read that things should not be added that were not in the original TTD game?
22:35:56  <Eddi|zuHause> that does not sound like a useful rule
22:36:00  <rptr_> ok
22:36:07  <rptr_> i'm sure i read it somewhere!
22:36:54  <Eddi|zuHause> the only real rule i know of is "no war stuff"
22:37:13  <glx> haha there are many things in openttd that were not in original TTD
22:37:20  <rptr_> hm. well i haven't played ttd so i don't know how many of the things in menus etc were not in original TTD
22:37:36  <glx> more visible one being newgrf ;)
22:37:37  <rptr_> maybe that i read was someone's opinion on the forum/bug tracker
22:37:40  <rptr_> true
22:37:54  <rptr_> i guess i was talking about fundamental stuff like user interface, adding a new menu/window
22:38:03  <rptr_> i guss cargo flow is new and not in ttd
22:38:09  <Eddi|zuHause> we already have a graph menu
22:38:44  <Eddi|zuHause> while you're there, the graphs we have are in serious need of an overhaul :)
22:38:50  <rptr_> :o
22:39:48  <rptr_> maybe you don't find the player overview idea (i am comparing AIs right now) useful. but i had something in mind like graphs for trains/rail pieces/planes or just a table of numbers
22:40:00  <rptr_> sort of like if you click a company and it tells you the number of rail pieces etc, but all in one page
22:40:37  <glx> company windows shows the vehicle numbers IIRC
22:43:13  <rptr_> yes, but not all companies' numbers in one window
22:44:17  <rptr_> Eddi|zuHause, what needs to be fixed with the graphs?
22:48:40  <Eddi|zuHause> rptr_: i don't really remember right now. i think people complained the most about the payment graph
22:49:01  <rptr_> ah yeah. it was a bit confusing to me at first
22:50:29  <Eddi|zuHause> what i was missing in particular was some kind of histogram what actual points of the payment graph my network currently delivers
22:51:26  <rptr_> i usually look at the timetable of a train and check how long it travelled, but not very easy i guess
22:52:24  <rptr_> might be good to have it on the trains themselves as well
22:53:20  <rptr_> hm that sounds really cool, what you said
22:54:42  <rptr_> so like, overlaying the current graph over a histogram? so you could see the volume of each transit-time for e.g. coal
22:54:55  <rptr_> i guess overlaying isn't necessary
22:56:29  <Eddi|zuHause> the graph has these rectangle nodes, they could be made bigger depending on the volume transported
22:58:03  <Eddi|zuHause> another thing that might be useful with the graph is to set the axis to a time, speed, or distance
23:00:20  <rptr_>
23:01:16  <rptr_> it would have to take into account the timespan though
23:01:19  <Eddi|zuHause> that might work, but how are you handling multiple selections?
23:01:31  <rptr_> i am not, that's just GIMPed
23:01:41  <rptr_> or you mean hypothetically? not sure
23:01:56  <Eddi|zuHause> hypothetically
23:02:01  <rptr_> could just draw them in order so they overshadow each other, or accumulate
23:02:05  <rptr_> so you'd get a rainbow box
23:02:09  <rptr_> grey, red, white, all together
23:02:16  <rptr_> (that's not really a rainbow :p)
23:02:29  <Eddi|zuHause> hm...
23:02:44  <Eddi|zuHause> i'm not 100% convinced
23:03:00  <rptr_> might as well make it a new window then
23:03:56  <rptr_> blob:
23:04:25  <Eddi|zuHause> that's not a working link
23:04:39  <rptr_> god i hate imgur
23:04:43  <rptr_>
23:04:57  <rptr_> doesn't work even when i allow it in noscript
23:05:10  <rptr_> so that is an "addition" histogram if that makes sense
23:06:17  <Eddi|zuHause> yeah, i knew what you meant.
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