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00:40:58 <DorpsGek> [OpenTTD/OpenTTD] floodious commented on pull request #7745: Feature: setting for more flexible town spacing https://git.io/JL1Zw 00:54:41 <DorpsGek> [OpenTTD/OpenTTD] floodious commented on pull request #7745: Feature: setting for more flexible town spacing https://git.io/JL1ZH 00:58:23 <LordAro> what an interesting view of the game 00:58:40 <_dp_> yeah, what a surprise, it's not a simcity :p 01:08:55 <_dp_> btw, it's likely possible to write a gs that will grow town like that 01:09:17 <_dp_> after all, it only needs to place roads... 01:09:58 <_dp_> though it wouldn't hurt to have a method to place houses precisely as well. 01:12:28 *** gelignite has quit IRC 01:54:48 <DorpsGek> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7745: Feature: setting for more flexible town spacing https://git.io/JL1cP 02:07:28 <DorpsGek> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7745: Feature: setting for more flexible town spacing https://git.io/JL1Ct 02:11:05 <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on pull request #7745: Feature: setting for more flexible town spacing https://git.io/JL1CO 02:13:08 *** Progman has quit IRC 02:14:46 <DorpsGek> [OpenTTD/OpenTTD] floodious commented on pull request #7745: Feature: setting for more flexible town spacing https://git.io/JL1Cn 02:15:31 <DorpsGek> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7745: Feature: setting for more flexible town spacing https://git.io/JL1C8 02:19:37 <DorpsGek> [OpenTTD/OpenTTD] floodious commented on pull request #7745: Feature: setting for more flexible town spacing https://git.io/JL1C0 02:32:54 <DorpsGek> [OpenTTD/OpenTTD] floodious commented on pull request #7745: Feature: setting for more flexible town spacing https://git.io/JL1CP 02:34:26 <DorpsGek> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7745: Feature: setting for more flexible town spacing https://git.io/JL1CX 02:35:32 <DorpsGek> [OpenTTD/OpenTTD] floodious commented on pull request #7745: Feature: setting for more flexible town spacing https://git.io/JL1C1 02:36:13 <DorpsGek> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7745: Feature: setting for more flexible town spacing https://git.io/JL1CD 02:38:23 <DorpsGek> [OpenTTD/OpenTTD] floodious commented on pull request #7745: Feature: setting for more flexible town spacing https://git.io/JL1CH 03:15:06 <DorpsGek> [OpenTTD/OpenTTD] SJang1 commented on issue #8423: MacOS CMake fails to load "Options" https://git.io/JLXBh 03:24:33 *** heffer has quit IRC 03:24:54 *** heffer has joined #openttd 03:30:38 *** D-HUND has joined #openttd 03:33:58 *** debdog has quit IRC 03:36:09 <DorpsGek> [OpenTTD/OpenTTD] floodious commented on pull request #7745: Feature: setting for more flexible town spacing https://git.io/JL1lO 04:11:25 *** glx has quit IRC 04:34:52 *** WormnestAndroid has quit IRC 04:37:24 *** WormnestAndroid has joined #openttd 06:32:36 *** HerzogDeXtEr1 has quit IRC 07:17:00 *** andythenorth has joined #openttd 07:30:39 *** andythenorth has quit IRC 07:49:13 *** andythenorth has joined #openttd 08:14:47 *** sla_ro|master has joined #openttd 08:36:00 *** andythenorth has quit IRC 08:40:52 *** andythenorth has joined #openttd 08:42:30 *** andythenorth has quit IRC 08:48:00 *** keith__ has joined #openttd 08:48:20 *** andythenorth has joined #openttd 08:59:59 <andythenorth> lol the M1 is doing 500fps on ffwd 09:00:59 <andythenorth> this is via Rosetta 09:01:11 <andythenorth> the i9 does 300fps 09:10:42 <LordAro> :o 09:13:42 <andythenorth> the i9 actually drops to 150fps after a short period 09:13:53 <andythenorth> until a news message is opened, then it goes back to 300fps for a while 09:14:06 * _dp_ just noticed someone pinged me a year ago ... 09:17:48 * andythenorth FIRS 4 changelog time 09:17:59 <andythenorth> kids are plugged in to new devices, christmas under control 09:31:07 *** Wolf01 has joined #openttd 09:31:30 <Wolf01> Merry Sol Invictus 09:54:57 *** WormnestAndroid has quit IRC 09:55:10 *** WormnestAndroid has joined #openttd 10:08:09 <TrueBrain> ho ho ho :) 10:08:41 *** andythenorth has quit IRC 10:09:03 *** andythenorth has joined #openttd 10:09:07 <TrueBrain> is it just me, or are some of these replies impossible to read? Like, I see that they are english, and that they make sentence, but I cannot make heads nor tails what it is trying to tell me .. I find it very difficult to read :( 10:09:11 * andythenorth has been watching Blade Runner clips 10:09:24 <andythenorth> someone asked in the stream which actor frosch was 10:09:36 <andythenorth> I am sure it's Rutger Hauer at end of Blade Runner 10:09:52 <TrueBrain> Blade Runner, a true xmas movie :) 10:10:36 <andythenorth> yup 10:10:43 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #8423: MacOS CMake fails to load "Options" https://git.io/JLXBh 10:10:53 <andythenorth> original screening in the UK right now :P 10:10:59 <andythenorth> in cinemas 10:11:07 <TrueBrain> lolz 10:12:31 <DorpsGek> [OpenTTD/OpenTTD] SJang1 commented on issue #8423: MacOS CMake fails to load "Options" https://git.io/JLXBh 10:12:34 <DorpsGek> [OpenTTD/OpenTTD] SJang1 closed issue #8423: MacOS CMake fails to load "Options" https://git.io/JLXBh 10:13:01 <TrueBrain> easiest ticket evah :P 10:13:05 <LordAro> TrueBrain: floodius definitely uses very verbose english :) 10:13:22 <TrueBrain> it is not just that, it is also full of contradictions 10:13:22 <LordAro> also merry christmas etc 10:13:29 <TrueBrain> I am often confused if he means left or right 10:13:36 <TrueBrain> and I don't mean this in a bad way, as I like understanding users 10:13:44 <TrueBrain> but .. this is very hard for me .. it might be the verbose english btw :P 10:13:51 <TrueBrain> "I would argue that yes, such small improvements are exactly the right solution for OpenTTD unless a specific objection can be made to some part of this implementation. Outright rejection of any improvement whatsoever is also possible." 10:14:06 <TrueBrain> I mean ... it states both arguments in 2 sentences .. 10:14:20 <TrueBrain> I guess a lot of hyperbolic use of english or something? 10:14:26 <TrueBrain> <- totally confused :) 10:15:38 <michi_cc> "You are monsters and want OTTD to die!" (very liberal translation :P) 10:16:09 *** Progman has joined #openttd 10:16:10 <michi_cc> Evil devs don't care about users and always reject :) 10:16:42 <TrueBrain> thank you for that translation :) 10:18:08 <michi_cc> But, yes, comments are not always helpfull :) See that comment by J... on the inflation PR 10:19:29 <TrueBrain> what were we going to do with the inflation PR .. I forgot .. I am very tempted to just approve it :) 10:20:09 <TrueBrain> the idea of the livestream was to have answers on these kinds of things :D 10:23:04 <michi_cc> It has no flashing fancy graphics, you don't get feedback for that. 10:23:37 <TrueBrain> basically, we really need a rating system for devs :) 10:23:48 <TrueBrain> just so I feel less alone when I approve or reject something :P 10:23:56 <TrueBrain> TOGETHER WE STAND STRONG :) 10:24:56 <michi_cc> The only feedback that oocasionally pops up about infrastructure maintenance is that airport maintenance values are completely broken. But apparently completely broken is still not enough for somebody to ever suggest new values for like 5 years or so. 10:25:29 <_dp_> signals are broken, airports are fine :p 10:25:58 <michi_cc> Don't have signal spacing 2 and you are fine :p 10:26:40 <_dp_> not much better and > spacing means less trains :P 10:27:23 <TrueBrain> make smaller trains 10:27:46 <_dp_> TrueBrain, and how's that an improvement 10:27:50 <TrueBrain> I love how we think in solutions :D 10:28:01 <TrueBrain> how should I know, you are playing the game :P 10:28:03 <michi_cc> _dp_: Joking aside, each and every value is broken. I asked for feedback and suggestions multiple times before and after merging it, but I never every got any suggestions for better values. Thus they are broken because I just pulled them out of my arse. 10:28:07 *** Samu has joined #openttd 10:28:27 <TrueBrain> michi_cc: hahahaha; what a nice description of events :D 10:28:31 <_dp_> it was funny when one of Hellish viewer games ended in a "who killed us with signals" rage without them realizing they just build unprofitable crap the whole game xD 10:28:47 <TrueBrain> _dp_: oof 10:30:13 <TrueBrain> "this cannot be correct, as I made it up", I have to remember that defense :) 10:30:28 <Samu> hello, merry christhmas everyone, if you're into that 10:30:43 <TrueBrain> I have a tree and everything! 10:30:47 <TrueBrain> IT EVEN HAS LIGHTS IN THEM 10:33:13 <_dp_> well, to me signal maintenance /10 would be a solution :p 10:33:17 <_dp_> or mb even remove it at all 10:33:56 <_dp_> they aren't exactly irl signals but more like inseparable part of track 10:35:08 <_dp_> 99,9% of my signals just exist to let trains follow each other 10:35:28 <TrueBrain> yeah, signals in OpenTTD has a slightly different meaning from signals in real life :P 10:35:41 <TrueBrain> they carry other functions :D 10:35:53 <TrueBrain> I guess no network n the world operates at such high efficiency :P 10:36:06 <TrueBrain> at least, I always pack trains wayyyyy to close on the mainbus :P 10:36:16 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save. https://git.io/fhHI1 10:36:59 <_dp_> from gamplay perspective it's also quite annoying to control signal density 10:37:15 <_dp_> you can't just increase or decrease it as needed, you need to resignal the whole line 10:37:50 <TrueBrain> yup 10:38:00 <TrueBrain> "magic" signals is what we need :D 10:38:06 <TrueBrain> (I rejected a PR because it was too magic :P) 10:38:25 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save. https://git.io/fhHI1 10:39:31 <_dp_> TrueBrain, yeah, like inbuilt one-way pbs on every tile 10:39:39 <_dp_> so you just have one way track and two way track 10:40:39 <andythenorth> bit of Christmas movie watching https://www.youtube.com/watch?v=W85RHpe_obE 10:41:56 <TrueBrain> _dp_: well, I was thinking, if we would add yellow signals, you can also reduce signal density a bit: that would prevent trains from slowing down and speeding up constantly 10:42:07 <TrueBrain> it does not solve anything if your density is like 90% 10:42:27 <_dp_> TrueBrain, I've no idea what you mean by "yellow signals" 10:42:59 <TrueBrain> I do not know if they do it in other countries, but here a signal can be red, green or yellow 10:43:10 <TrueBrain> red: STOP, green: you are good for at least 2 more signals, yellow: the next signal is red 10:43:27 <TrueBrain> so trains can slow down when they hit a yellow signal knowing they are going to hit another yellow by the time they get to the next 10:43:39 <TrueBrain> so they are constantly driving to hit yellow signals 10:43:54 <_dp_> sounds like smth completely unnecessary for the game 10:44:09 <_dp_> if anything it should be smth like atc control patch 10:44:30 <TrueBrain> depends on how you define atc, but this is a form of atc :) 10:44:43 <andythenorth> I went through PRs a few days ago 10:44:59 <andythenorth> there are only about 4 that I think relate to gameplay that should be moddable 10:45:06 <_dp_> well, basicaly not add any signals just make trains smart enough to slow down if needed 10:45:29 <andythenorth> but gamplay issues occupy disproportionate effort 10:45:29 <TrueBrain> that is on the end of a spectrum; I personally don't like that magic :) 10:46:07 <TrueBrain> I like watching at how countries solved these things in the real world 10:46:32 <_dp_> opentdd isn't a rail network simulator :p 10:46:59 <TrueBrain> I never said it was 10:47:15 <_dp_> I never said you did :p 10:47:21 <TrueBrain> you heavily suggested it ;) 10:47:23 <TrueBrain> :D 10:47:50 *** nielsm has joined #openttd 10:48:41 <TrueBrain> btw, we already have ATC in-game .. PBS is also a form of ATC :) 10:48:56 <TrueBrain> (that is mostly how I know it .. preventing trains to run red lights :P) 10:49:02 <_dp_> anyway, a lot of fun in openttd lies in those ridiculously dense networks, so irl logic stops applying to it at some point 10:49:18 <TrueBrain> I agree if you hit 90% density, other solutions are needed 10:49:21 <TrueBrain> maybe even at 80% 10:49:31 <TrueBrain> I still wonder how/if we can tune the game to allow both playstyles 10:49:33 <_dp_> and if you have 80% it's already fine as it is 10:49:57 <TrueBrain> as I can fully understand a group of people wanting a non-signal game where trains just do the right thing 10:50:04 <_dp_> well, I guess you can't quite mix trains of different speed but with economy as it is it's not rly needed 10:50:07 <TrueBrain> I am also very much aware another group won't want that :D 10:50:53 <TrueBrain> this game is so many games in one :D 10:51:02 <_dp_> well, "pbs everywhere" isn't that different from "non-signal" :p 10:51:16 <_dp_> just more building 10:51:40 <TrueBrain> I guess you hit this moment of building fatigue, where you are like: I did this 10 times now, now I want something to do it for me :) 10:51:58 <_dp_> TrueBrain, yup 10:52:00 <TrueBrain> I like how some games solve that by constantly adjusting the gameplay, where you first have to do a job 3 times, after that, it automates and you can worry about the next level 10:52:03 <TrueBrain> progressive gameplay 10:52:08 <TrueBrain> really difficult to tune well btw 10:52:11 <TrueBrain> really awesome to play 10:52:27 <andythenorth> shall I close 7000? 10:52:38 <TrueBrain> andythenorth: we do not close anything on xmas 11:00:04 * andythenorth back to tech support 11:00:06 <andythenorth> so enraging 11:00:18 <TrueBrain> "pappa, how do I build a coal train?" 11:00:30 <TrueBrain> "pappa, why can I only play OpenTTD and not any other game?" 11:00:51 <andythenorth> more like 'pappa how do I install this Android emulator on macOS so I can get games from Google Play Store" 11:01:02 <TrueBrain> hahahahaha 11:01:08 <TrueBrain> owh, that is epic 11:01:14 <andythenorth> which involves an adventure into 'really is this malware?' 11:01:35 <andythenorth> and "why don't you just play it on iPad where you already have it" 11:01:39 <andythenorth> instead of wasting my time 11:01:50 * andythenorth is a grumpy parent 11:02:15 <michi_cc> Isn't the new ARM macOS supposed to allow iOS apps? 11:02:22 <andythenorth> good point 11:02:27 <andythenorth> let's do more tech support! :) 11:02:29 <andythenorth> also I need him to get off the mac so I can put clang on it and try a native M1 compile 11:03:22 <LordAro> priorities 11:06:41 * andythenorth tries to make sense of PR list :) 11:06:51 <andythenorth> finding it really hard to make sense of :) 11:07:05 <andythenorth> dunno if it's the titles, the green labels, github UI or what :D 11:07:27 <TrueBrain> I would suspect it is the fact it is a C++ PR most of the time has something to do with :P :P 11:07:45 <TrueBrain> shots fired :P 11:08:37 <andythenorth> draft:false helps 11:08:41 <andythenorth> 40 then 11:10:25 <andythenorth> this one is good https://github.com/OpenTTD/OpenTTD/pull/7441 11:10:27 * andythenorth likes 11:10:35 <andythenorth> where's the vote button? :P 11:10:58 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on pull request #7441: Feature: Per-group wagon removal flag https://git.io/JL1rI 11:11:19 <andythenorth> chances Peter is going to return and fix it are low I think 11:11:27 <TrueBrain> you are aware there is just an emoticon button in the top post, right? :) 11:12:08 <andythenorth> I am now 11:12:09 <andythenorth> thanks 11:12:23 <TrueBrain> well, there is on all comments too :P But that is often less useful :D 11:17:26 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on pull request #7589: Change: Always apply inflation from 1920 to 2090, no matter the game start year. https://git.io/JL1rR 11:19:39 * andythenorth clicks loads of smiley faces on https://github.com/OpenTTD/OpenTTD/pull/7729 11:21:48 <TrueBrain> ha, finally found my argument why having things in mods is better than experimenting in the codebase: now we, as devs, have to judge if something is an improvement. with mods, our players do (really quick) :D 11:22:04 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on pull request #7729: Add: Allow autoreplace with same model vehicle https://git.io/JL1ry 11:22:39 <andythenorth> TrueBrain yes massive +99 11:22:55 <andythenorth> review time is the most scarce commodity 11:23:15 <andythenorth> and what some projects do 'let anything in if it passes CI and nobody blocks it' 11:23:17 <andythenorth> is a bad idea 11:23:29 <TrueBrain> maybe more importantly: we are not players :) 11:23:45 <TrueBrain> (and I don't mean, because we don't play or anything, but: we are the minority of the minority 11:23:49 <andythenorth> I am, but I have a distinct play style far away from some of the others 11:24:10 <TrueBrain> we are not the "average" player, I should have said I guess 11:24:14 <andythenorth> +1 11:24:27 * andythenorth playing a meta-game, called 'can we extend the game?' 11:24:43 <andythenorth> the meta-game used to be mostly about 'problems in nfo' 11:24:49 <andythenorth> now it seems to be 'people' 11:26:34 <_dp_> with the diversity of openttd it's quite interesting what "average" player even does 11:26:42 <TrueBrain> haha, yeah, hence the quotes :) 11:26:43 <_dp_> he does struggle with signals I'd bet :p 11:27:16 <TrueBrain> but how ever we play the game, we are most likely a very small minority :) 11:27:17 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on pull request #7575: Feature: Industry production graph https://git.io/JL1of 11:27:19 <TrueBrain> nothing wrong with that btw :P 11:27:53 <andythenorth> I haven't dared to suggest it yet, but maybe we're not really making a game :P 11:28:17 <andythenorth> maybe we're making a framework for modding and sharing mods, with multiplayer support 11:28:22 <TrueBrain> this is all a simulation anyway 11:28:40 <andythenorth> I am curious how we make choices so that in THIS simulation we get a happy result :) 11:28:47 <andythenorth> I don't want to be in the boring simulation 11:29:01 * andythenorth worryingly actually believes some of this shit 11:29:26 <TrueBrain> the fun part is, your believe in it is irrelevant :) 11:29:33 <TrueBrain> how it influence your life, that is the question ;) 11:29:48 <andythenorth> well my belief is just code in the simulator :P 11:30:55 <andythenorth> wait what is this one :) this is good no? https://github.com/OpenTTD/OpenTTD/pull/7895 11:31:29 <TrueBrain> to me it seems you are just linking random PRs and go: OOOEEEHHH, pretty 11:31:32 <TrueBrain> :) 11:32:49 <_dp_> as much as I like the "framework" idea it gets quite confusing to players 11:33:04 <andythenorth> yes 11:33:08 <andythenorth> it's the wrong language 11:33:11 <TrueBrain> what part? 11:33:15 <_dp_> like there is already this thing with town grow that's impossible to explaing because every damn gs does it differently 11:33:26 <andythenorth> I used to worry about that 11:33:34 <andythenorth> but then again...in base game...how do towns grow? 11:33:36 <andythenorth> WTF!? 11:33:52 <andythenorth> also I watch my kids play all these roblox games and minecraft mods and stuf 11:34:29 <TrueBrain> _dp_: haha, yes, supplying information to the player in a sane way always has been a bit of an issue :P :D 11:34:34 <_dp_> and it's not just a difference in requirements, it's a difference in actual growth mechanic 11:34:43 <andythenorth> loads of mods on other games have poor explanations 11:34:45 <_dp_> but they all look the same except for requirements 11:34:51 <andythenorth> so they just go in fandom or youtube 11:34:54 <andythenorth> or reddit 11:35:42 <andythenorth> this would be a completely unacceptable attitude in a paid game or an application :) 11:35:51 <Samu> I just realised my AI saveload PR is actually fixing more than I initially thought. Now I understand why TrueBrain wants me to have everything explained in detail 11:36:00 <TrueBrain> andythenorth: that is not true .. many paid games do exactly the same :) 11:36:11 <andythenorth> ha ha 11:36:22 <andythenorth> I don't really play many games except Blitz 11:36:27 <_dp_> GS has hould building command that actually works different from how town builds it naturally 11:36:31 <Samu> as time goes by, things gets forgotten, and a PR with nearly no detail, also makes myself forget what it does 11:36:34 <_dp_> and that difference is well-hidden 11:36:48 <_dp_> * hould->house xD 11:36:51 <andythenorth> I am going to compete with GS for towns :D 11:36:54 <andythenorth> newgrf ftw! 11:36:56 * andythenorth silly 11:37:00 * _dp_ blames t9 11:37:05 * _dp_ on pc... 11:37:56 <TrueBrain> you don't use t9 on your pc?! 11:39:02 <_dp_> yeah, probably should start so I don't blame it unfairly :p 11:41:55 <Samu> requesting to start version 15 of an AI, when the only installed version is 16, would actually start version 16 of the AI. However, when storing this information on a savegame, both version 15 and 16 are saved. 11:42:39 <Samu> i fix this by correcting the name of the ai, by discarting version 15 from the name 11:42:47 <DorpsGek> [OpenTTD/OpenTTD] michicc opened pull request #8427: Add: [NewGRF] Patch flag to test if inflation is on or off. https://git.io/JL1o6 11:43:38 <TrueBrain> Samu: now the question is, is that the correct solution for the problem? 11:44:43 <TrueBrain> michi_cc: looks trivial to me, but brrrrrrrr, I don't dare to approve it :D 11:44:48 <DorpsGek> [OpenTTD/OpenTTD] glx22 requested changes for pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save. https://git.io/JL1oX 11:52:44 <Samu> i know nothing about memory management :( 11:53:01 <TrueBrain> ignore that for now; first focus to see if your solution is the correct one 11:53:31 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on pull request #7589: Change: Always apply inflation from 1920 to 2090, no matter the game start year. https://git.io/JL1KI 11:55:12 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7589: Change: Always apply inflation from 1920 to 2090, no matter the game start year. https://git.io/JL1KO 12:05:01 <andythenorth> https://github.com/OpenTTD/OpenTTD/discussions/8429 12:06:10 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on pull request #7589: Change: Always apply inflation from 1920 to 2090, no matter the game start year. https://git.io/JL1KK 12:06:40 <TrueBrain> <3 12:06:42 <TrueBrain> you derailed :P 12:07:04 <andythenorth> I did ! 12:07:08 <andythenorth> but we can rebuild him! 12:07:32 <TrueBrain> too bad you cannot move a comment to a discussion 12:07:34 <TrueBrain> that would be useful honestly 12:07:36 <andythenorth> https://www.youtube.com/watch?v=BthNjd_jUl4 12:07:44 <andythenorth> I mean, I could copy-paste them around 12:09:08 <andythenorth> hmm who was writing FIRS 4 changelog? 12:09:18 * andythenorth looks at the other contributors 12:09:23 <andythenorth> THE VOID STARES BACK 12:12:47 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save. https://git.io/JL1Kb 12:13:01 *** keith__ has quit IRC 12:13:59 <andythenorth> is a "I was drunk at the time" FIRS 4 changelog an improvement? 12:14:02 <andythenorth> probably 12:15:17 <TrueBrain> oef, forgot about lunch 12:15:20 <TrueBrain> lets fix that realllll quick 12:18:18 <Samu> right, now 12:18:22 <Samu> about the memory leak 12:18:53 <Samu> this->name is not nullptr 12:20:14 <Samu> it has a name, which is the wrong name, and my intention here is to rename it 12:20:48 <Samu> how do I achieve this without creating a memory leak? 12:22:01 <LordAro> Samu: so this->name is currently pointing to a particular block of memory (the old wrong name) 12:22:32 <LordAro> to release this memory (before reassigning it to the new name), you need to call a particular function... 12:26:43 *** Progman_ has joined #openttd 12:34:07 *** Progman has quit IRC 12:55:22 <andythenorth> oof making changelogs drunk...not such a good idea 12:55:44 <TrueBrain> being drunk at 1300 is not such a good idea, I would propose 12:56:23 <andythenorth> it will entail a nap later 12:56:39 <TrueBrain> are you so sad that your kids have a better machine than you have? :P 12:56:46 <TrueBrain> just rubbing it in, nothing to see here :D 12:57:27 <andythenorth> my sadness is without end 12:57:38 <TrueBrain> there there 12:57:47 <andythenorth> maybe he wants a 16" screen 12:57:50 <andythenorth> ha ha ha no 13:01:12 <TrueBrain> time to run eints for a bit .. I don't like all these warnings :P 13:02:10 <andythenorth> this one seems like it might actually justify a setting https://github.com/OpenTTD/OpenTTD/pull/8063 13:02:17 <andythenorth> or maybe some lateral solution 13:02:46 <andythenorth> roads are part of the landscape in a way that rails aren't 13:05:08 <andythenorth> divide the list into two? 13:07:24 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on pull request #8063: Fix #8055: Always allow building any available roadtypes, even if there are no road vehicles available https://git.io/JL1iF 13:07:51 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JL1ib 13:07:52 <DorpsGek> - Update: Translations from eints (by translators) 13:09:49 <TrueBrain> funny, cannot reproduce a bug I had anymore :D Interesting .... :) 13:12:17 * andythenorth considers map storage registers 13:12:26 <andythenorth> we have industries and towns, why not map? 13:12:28 <andythenorth> :) 13:12:46 <TrueBrain> hahaha, okay ... seems problems disappear when I look at them .. 13:12:58 <TrueBrain> I was testing why the content service was downloading the wrong version of pathfinder.road 13:13:05 <TrueBrain> turns out, the author selected the wrong dependency 13:13:18 <TrueBrain> so yeah ... that is not an OpenTTD issue :) 13:13:56 <TrueBrain> we should extend BaNaNaS to help people with that 13:14:02 <andythenorth> Bananas 99 13:14:04 <andythenorth> improved edition 13:15:00 <andythenorth> we have 256 storages per grfid per town, so another 256 for the map won't kill us? :) 13:15:03 <andythenorth> is 256 enough? 13:15:11 <andythenorth> the things I could do with storage... 13:15:56 <LordAro> newgrf in squirrel when 13:17:25 <andythenorth> yes 13:17:27 <andythenorth> or not 13:17:47 * andythenorth considers reduced FIRS 4 changelog 13:17:50 <Samu> LordAro, is it delete this->name? 13:17:54 <andythenorth> "Changes: changes" 13:17:55 <andythenorth> ship 13:18:33 <andythenorth> seems I did a crapload of non-player-visible refactoring 13:18:46 <andythenorth> I have no memory of doing that, but I'm sure it was....aces 13:20:21 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #8063: Fix #8055: Always allow building any available roadtypes, even if there are no road vehicles available https://git.io/JL1PI 13:21:01 <LordAro> Samu: close! if it were allocated with "new" (C++), that would be the case 13:21:16 <LordAro> but this is allocated with the C-style functions instead 13:21:32 *** frosch123 has joined #openttd 13:22:26 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on pull request #8063: Fix #8055: Always allow building any available roadtypes, even if there are no road vehicles available https://git.io/JL1Pq 13:26:26 <andythenorth> that one definitely has the smell of 'valid as player setting' 13:26:42 <andythenorth> it's another variant of filter / hide / show / sort 13:26:50 <andythenorth> but in a dropdown list, which is clunky 13:26:55 <_dp_> btw, dunno if it's related to any storage but chunk dumps 64000 * 6(7) zeros to the savegame 13:27:04 <_dp_> *OBID chunk 13:27:06 <TrueBrain> LordAro: @TrueBrain Other language modifications, sure, but removals too? Leaving them in would cause compile warnings until the next eints run, which I'm not a particular fan of <- we talked about this a few times now already :) We can run eints when-ever we want :) 13:27:18 <Samu> is it free(this->name)? 13:27:21 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on pull request #8063: Fix #8055: Always allow building any available roadtypes, even if there are no road vehicles available https://git.io/JL1Ps 13:27:23 <TrueBrain> it is better to have an automated process do these things, than a manual .. as I have no way to validate if your changes are correct ;) 13:27:30 <andythenorth> do the apple thing, extra options in the dropdown if a modifier key is held down :P 13:27:46 <andythenorth> alt on Apple dropdowns makes all kind of weird shit possible 13:28:28 * andythenorth exaggerates maybe 90% 13:31:51 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8063: Fix #8055: Always allow building any available roadtypes, even if there are no road vehicles available https://git.io/JL1P8 13:31:55 <LordAro> Samu: :) 13:33:23 <LordAro> TrueBrain: isn't the lack of any (new) compile/build warnings enough? 13:34:10 * andythenorth going socialising 13:34:13 <andythenorth> OUTDOORS 13:34:16 <andythenorth> with cider 13:34:17 <andythenorth> BIAB 13:34:19 *** andythenorth has quit IRC 13:34:32 <TrueBrain> LordAro: strgen warnings are NOT shown by the CI problem matcher 13:34:43 <TrueBrain> but removing additional strings would be completely unnoticeable 13:34:53 <TrueBrain> and history has shown people have issues removing things like cases 13:35:21 <LordAro> i suppose 13:37:13 <TrueBrain> and most of all: why do a bot's job :P :D 13:38:14 <TrueBrain> anyway, to be clear, this is what I was told to do too for these cases; just following instructions :) 13:38:16 * frosch123 misses #say 13:38:29 <TrueBrain> sorry frosch123 :) Feel free to add it :P 13:39:15 <frosch123> i guess it could just be a matcher. if someone says "bot", dorpsgek would reply with "what? me again?" 13:46:08 <frosch123> i created a file "todo202012.txt" with things i may do this holiday. in the place i put it, i found a file "todo201912.txt" 13:46:12 <TrueBrain> I forgot how complex some script functions are, damn 13:46:25 <TrueBrain> frosch123: how much of the 2019 did you do? :) 13:46:38 <frosch123> no idea, i remove things when they are done 13:46:43 <frosch123> there were two things left 13:46:51 <TrueBrain> that doesn't sound too bad :) 13:47:29 <frosch123> i am not sure whether i did one of them actually 13:50:45 <TrueBrain> I sometimes love reading code that is both old, and most likely would have made sense one day 13:50:51 <TrueBrain> how AIs are loaded is just funny 13:50:56 <TrueBrain> there is a parameter "force_exact_match" 13:51:13 <TrueBrain> which ... is ignored if no exact mach is found 13:51:21 <TrueBrain> so ... "prefer_exact_match" is what it does 13:53:21 <TrueBrain> ScriptInfoList::iterator it = this->info_list.begin(); 13:53:21 <TrueBrain> for (; it != this->info_list.end(); it++) { 13:53:26 <TrueBrain> I am guessing this has a better C++ variant these days? 13:55:48 <LordAro> depends what's done with 'it' :p 13:55:57 <TrueBrain> AIInfo *i = static_cast<AIInfo *>((*it).second); 13:56:09 <LordAro> but probably a range for loop 13:57:37 <TrueBrain> "* @param force_exact_match Only match name+version, never latest." <- this is a lie .. not sure if the comment is wrong, or the code :P 13:57:48 <TrueBrain> LordAro: sadly, that is not really helping me :) 14:03:44 <frosch123> TrueBrain: "for (const auto& item : this->info_list)" whenever you are not modifying the container while iterating 14:04:04 <frosch123> oh, & right-aligned for ottd of course 14:04:09 <TrueBrain> cheers frosch123 :) I might add some C++ love to the script stuff ... 14:04:15 <frosch123> ottd was written in C, so it follows C formatting for * and & :) 14:04:26 <TrueBrain> yeah ... for C++ it makes a lot less sense :P 14:06:41 <TrueBrain> the only use of the force_exact_match is from the console .. 14:06:59 <TrueBrain> I vaguely remember that the requirements for launching an AI from console were weird at best 14:09:12 <TrueBrain> (svn r18944) -Change [FS#3232]: use the highest version of an AI that can load the AI data from a savegame instead of the exact same version 14:09:16 <TrueBrain> seems things went wrong there :D 14:11:28 <michi_cc> Even in C++ operator * and & bind the the right and not the left, meaning the formatting makes a lot of sense everywhere you can multiple right things. 14:11:39 <michi_cc> *have 14:13:25 <TrueBrain> from what people have told me (again, C programmer), this is more uncommon in C++ not? 14:13:49 <frosch123> yes, declaring multiple things on the same line is "very uncool" in C++ 14:14:01 <frosch123> it's probably also uncool in C99 14:14:09 <TrueBrain> I always lost the debate on that argument :P For C I win it easily, but in C++ they just tell me: you shouldn't do that :D 14:14:11 <frosch123> it only makes sense when you declare everything at the top 14:14:30 <TrueBrain> ANSI-C or go bust :P 14:14:36 <TrueBrain> (hahaha, sorry, that was a bad joke) 14:14:44 <frosch123> but with initialise-on-definition there is little point in putting multple things on the same line 14:15:21 <frosch123> TrueBrain: at least you did not say k&r c :) 14:15:42 <frosch123> at least you know prototypes and other things than int 14:15:44 <TrueBrain> fuck k&r, really, that coding style is horrible :P 14:16:10 <TrueBrain> but having only /* */ as a way to comment is also silly (ANSI-C) 14:16:27 <TrueBrain> int a; /* this is a comment */ 14:16:29 <TrueBrain> is annoying REAL quick 14:16:54 <frosch123> does ansi c allow names longer than 8 chars? 14:17:06 <TrueBrain> it is not fortran :) 14:17:19 <TrueBrain> OpenDUNE was ansi-c (C89 with pedantic) for a long long time 14:17:37 <TrueBrain> this was mostly as it used TCC to do static decompilation in the background, which had a very limited set of C implemented :) 14:17:53 *** glx has joined #openttd 14:17:53 *** ChanServ sets mode: +v glx 14:20:38 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save. https://git.io/fhHI1 14:21:42 <frosch123> also, sorry for turning the dev stream into a hovercraft meme :p 14:21:50 * frosch123 afk 14:21:55 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save. https://git.io/fhHI1 14:22:00 <TrueBrain> nothing to be sorry about frosch123 :D It is epic :) 14:22:13 <_dp_> ^^ 14:24:27 <Samu> There is a problem with the DEBUG messages presenting the version it is trying to load 14:25:47 <Samu> mainly... when it's working with possible 3 different version reports: -1, the version in the name, and the actual version of the script 14:27:20 <Samu> version being -1 is caused by my workaround to pass the correct variables to FindInfo 14:27:44 <Samu> so, there's that being my PR's fault 14:28:06 <Samu> but then there's the "version in the name" vs "actual version saved" 14:28:20 <Samu> which one to report for the DEBUG message 14:31:36 *** Tirili has joined #openttd 14:34:59 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #8424: Trains can crash through depots https://git.io/JLXif 14:44:09 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save. https://git.io/JL1Xj 14:44:50 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save. https://git.io/JL11v 14:45:14 <TrueBrain> sorry Samu , but you analysis did not make sense to me, so I dived into it .. my analysis comes back with a different result; hopefully my story makes a bit sense to you 14:45:54 <glx> yeah the issue is a wrong this->name 14:46:01 <glx> loading code is fine 14:46:26 <glx> the fix should be in console command area 14:46:54 <TrueBrain> I wonder why we ever added that you can load a specific AI version 14:46:59 <TrueBrain> it sure sounded as a good idea 14:47:00 <TrueBrain> it really is not :P 14:47:22 <glx> for ai writer doing tests 14:47:42 <TrueBrain> guess we should add a third flag to indicate if it should use an exact match or not 14:48:18 <TrueBrain> or indeed change the name earlier, and simply let it auto-upgrade on next load 14:48:29 <TrueBrain> making starting a specific version just a temporary thing till next load 14:50:57 <TrueBrain> the code is buggy too .. "startai pr7193.1abc" also starts version 1 14:51:12 <TrueBrain> it just does an atoi() on what-ever is behind the dot 14:52:27 <TrueBrain> so I guess the question is: do we want it to be possible that you can lock the AI version (which is only possible when loading via the console atm) 14:52:32 <TrueBrain> does it make sense? Opinions? 14:52:40 <TrueBrain> (similar for GS, of course) 14:55:54 <Samu> let me read 14:58:08 <Samu> i like to test different versions of my AI sometimes 14:58:55 <Samu> so, yes, for me it's helpful 14:59:04 <TrueBrain> funny, this code also made it into game_scanner, but it can never be used there :D 14:59:28 <TrueBrain> Samu: the question is, does it need to survive a save/load sequence? 14:59:33 <TrueBrain> I would guess you only use it for testing 15:00:40 <Samu> per documentation, it should 15:00:55 <TrueBrain> 1) documentation can be changed, 2) without any reference that is not helpful 15:01:28 <glx> anyway once loaded name should not have ".version" attached 15:01:45 <glx> s/loaded/started/ 15:02:14 <Samu> if it is to survive future saves, it has to still keep the version in the name 15:02:20 <TrueBrain> glx: indeed; the question I have, should we store the version should be kept "exact", or the other way around: should we keep a flag that an AI can be auto-upgraded 15:02:34 <glx> Samu: version is stored in the save already 15:02:39 <TrueBrain> Samu: I am waiting for the reference to documentation that says what you claim :) 15:03:40 <Samu> but glx, what happens next time you load it, it will try to get the latest available version then 15:04:02 <glx> it first tries the saved version 15:04:09 <TrueBrain> glx: it does not :) 15:04:16 <TrueBrain> AIs and GSes are always auto-upgraded 15:04:27 <TrueBrain> it will pick the latest version that is compatible 15:05:14 <glx> ok so that may require a fix, anyway no need to store version in the name 15:05:23 <TrueBrain> no, that does not require a fix :) That is fully intended :) 15:05:25 <glx> as it's already in the save 15:05:27 <TrueBrain> that is 100% as it should work :P 15:06:22 <glx> but yeah usually if you need to start different version of ai it's probably to check savegame compatibility 15:06:40 <TrueBrain> so a save/load should load the latest compatible again 15:06:46 <TrueBrain> I think that is the most sane thing to do 15:06:59 *** DasPoseidon has joined #openttd 15:07:56 <Samu> doc says: "load the exact same version of the same script", it doesn't document saving behaviour 15:08:06 <TrueBrain> link? 15:08:08 <Samu> but for me it's implied 15:08:14 <Samu> https://docs.openttd.org/ai-api/classAIController.html 15:08:45 <Samu> under Detailed Description 15:09:00 <TrueBrain> lolz, pretty sure it never worked like that :D Lets dig into the history :) 15:12:09 <TrueBrain> in Jan 2009 it did work like described .. now let's find when that changed 15:13:10 <TrueBrain> you cannot reverse-blame in Git: when did this line get removed, I guess? :D 15:13:57 *** Flygon has quit IRC 15:14:13 <TrueBrain> Jan 2010 that got removed, and from there it always picked the latest 15:14:19 <TrueBrain> so the documentation is only out-of-date for 10 years :D 15:14:45 <glx> oh maybe when force_exact_version was added 15:15:00 <TrueBrain> https://bugs.openttd.org/task/3232 15:15:04 <TrueBrain> it is the same commit, yes 15:17:50 <glx> now the question is should we restore old behaviour 15:17:59 <glx> or fix the doc 15:18:04 <TrueBrain> fix docs ofc 15:18:08 <TrueBrain> this was a well defended choice 15:18:13 <TrueBrain> which nobody has complained about in 10 years 15:18:56 <glx> anyway there's still the issue with wrong this->name ;) 15:19:09 <TrueBrain> yes yes :) 15:19:21 <TrueBrain> long fixed locally in my branch :P 15:19:52 <glx> when trying to fix libs stuff ? 15:21:59 <glx> hmm maybe it's possible to add a console only dev settings that is never saved and always off when openttd is started 15:22:17 <TrueBrain> what are you trying to solve, sorry? 15:22:49 <glx> but really even when developping AI I don't see the need for exact match 15:26:54 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #8430: Ai version https://git.io/JL1MC 15:27:27 *** andythenorth has joined #openttd 15:28:28 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #8431: Doc: for over 10 years, we do not load the exact AI version first https://git.io/JL1M8 15:29:08 <DorpsGek> [OpenTTD/OpenTTD] michicc approved pull request #8431: Doc: for over 10 years, we do not load the exact AI version first https://git.io/JL1MB 15:30:05 <TrueBrain> Samu: if you can test my PR and let me know if that fixes the issue for you too, that would be nice 15:30:11 <TrueBrain> do note, it does NOT fix old savegames 15:30:25 <Samu> going to test 15:30:52 <michi_cc> TrueBrain: Your PR has a fail :( 15:31:23 <TrueBrain> oops 15:31:35 <TrueBrain> last minute cleanup hurting me :D 15:32:09 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8430: Ai version https://git.io/JL1MC 15:32:28 <TrueBrain> ugh @ PR title 15:32:29 <TrueBrain> oops 15:33:01 <TrueBrain> there, better :) 15:33:05 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8430: Fix #6468: don't store version of AIs-started-via-console in name https://git.io/JL1MC 15:33:15 <Samu> 'e': undeclared identifier 15:33:23 <glx> refresh :) 15:33:55 <TrueBrain> cannot believe the documentation states a false for 10 years :D And nobody noticed :D That is just funny :) 15:34:01 <TrueBrain> shows that Zuu made a good call with his request :) 15:35:15 <michi_cc> It probably more that nobody every reads that comment :) 15:35:19 <TrueBrain> :D 15:35:34 <TrueBrain> I wonder if we should keep code to fix old savegames ... it feels like it is only an issue for 0.000001% of the savegames 15:42:42 <TrueBrain> for (const auto &item : *this->GetConfigList()) { <- that * feels a bit icky .. guess I should change the value the function returns instead :D 15:45:19 *** Progman_ has quit IRC 15:46:02 <glx> oh I think I know why the .version code was duplicated in ai and game, it's probably for manual version forcing in cfg 15:46:16 <TrueBrain> or .. it was just a copy/paste :P :D 15:47:17 <Samu> oh, the fix in the startai is good, I like it, and agree with it 15:48:00 <Samu> but... 15:48:38 <Samu> can no longer retain the exact version 15:48:43 <Samu> when loading savegame back 15:48:48 <TrueBrain> you never could 15:49:22 <Samu> erm, yes, you're right, though I actually thought it was what the documentation implied 15:49:42 <glx> doc was wrong ;) 15:50:20 <Samu> so... my PR is dust 15:50:26 <TrueBrain> SettingValueList::const_iterator it = this->settings.find(name); 15:50:26 <TrueBrain> if (it == this->settings.end()) 15:50:29 <glx> it was possible at some point, but it then has been modified to auto update on load 15:50:32 <TrueBrain> is there a C++ way to do that better? 15:50:40 <glx> that's the c++ way 15:51:04 <TrueBrain> is there a better C++ way to do that better? 15:51:04 <glx> .end() is the not found return value 15:51:18 <TrueBrain> I can add more "better" if you like :D 15:51:27 <TrueBrain> it makes for really annoying-to-read statements 15:51:40 <TrueBrain> I wouldn't be surprised there can be used some "auto" or things here 15:52:24 <glx> well auto can replace SettingValueList::const_iterator I think 15:52:38 <glx> but that's all 15:53:26 <TrueBrain> guess it should be a "const auto" to match the current form 15:55:07 <Samu> so the "feature" to start specific AI versions and surviving save/load is what my PR tried to "fix according to the (outdated) documentation", 15:55:28 <Samu> too bad, I actually liked the feature 15:55:45 <glx> you still can start specifi version 15:56:21 <glx> exact load is easy to add, but I don't see that happening 15:56:36 <glx> as auto upgrading looks like the rigth thing to do 15:59:07 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #8432: Codechange: use more C++11 in script-related functions https://git.io/JL1Dz 15:59:09 <TrueBrain> draft, looking for input ^^ 15:59:28 <DorpsGek> [OpenTTD/OpenTTD] glx22 approved pull request #8430: Fix #6468: don't store version of AIs-started-via-console in name https://git.io/JL1Dg 15:59:47 <TrueBrain> I made a lot of iterators "const" which weren't before; no clue why they were not 16:00:05 <glx> if there's an issue with people setting version in cfg they'll probably complain ;) 16:01:08 <glx> (if it was possible to do it) 16:01:39 <TrueBrain> it possibly was, but it would also be horribly broken after saving and loading :D 16:01:54 <glx> yeah like start_ai 16:02:54 <TrueBrain> what an absolute boring PR is it to read, that codechange one of mine, lolz 16:03:35 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #8431: Doc: for over 10 years, we do not load the exact AI version first https://git.io/JL1M8 16:03:48 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed issue #6468: Loading savegame with AI loaded as specific version of that AI fails to load correct version of AI https://git.io/JL1DS 16:03:51 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #8430: Fix #6468: don't store version of AIs-started-via-console in name https://git.io/JL1MC 16:04:10 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save. https://git.io/JL1D9 16:04:13 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save. https://git.io/fhHI1 16:04:51 <TrueBrain> right, time for another xmas dinner :D 16:04:59 <glx> for me the most annoying stuff is the FOR_XXX macro still present in the source :) 16:05:10 <glx> intellisense hates them 16:12:36 *** Tirili has quit IRC 16:21:14 <andythenorth> is naptime? 16:22:26 <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #8432: Codechange: use more C++11 in script-related functions https://git.io/JL1yz 16:28:12 <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #8427: Add: [NewGRF] Patch flag to test if inflation is on or off. https://git.io/JL1yP 16:29:29 <TrueBrain> this->config_list = new ScriptConfigItemList(); 16:29:30 <TrueBrain> return *this->config_list; 16:29:39 <TrueBrain> am I doing that correct? puzzled face 16:30:47 <glx> you can change this->config_list type, it's a vector anyway 16:31:01 <glx> I think 16:31:08 <frosch123> one change at a time :) 16:31:34 <glx> but yes it looks correct 16:31:47 <TrueBrain> I always feel a bit weird if I dereference a "new" element 16:31:53 <TrueBrain> dunno, somewhere in my head that kinda crashes :D 16:31:54 <frosch123> today tb learns range-based loops. tomorrow he learns the STL containers, then unique_ptr and optional :) 16:32:30 <TrueBrain> so this is fine: https://gist.github.com/TrueBrain/63012db874d5b25d8b112f3f42667b5f ? 16:32:33 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #8432: Codechange: use more C++11 in script-related functions https://git.io/JL1y7 16:32:37 <TrueBrain> and should I include that in this PR, or rather in another? 16:32:40 <frosch123> then he upgrades to c++20, and learns that range-based loops are uncool and cool kids use std::for_each 16:33:40 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8432: Codechange: use more C++11 in script-related functions https://git.io/JL1yF 16:33:44 <frosch123> TrueBrain: same pr, but different commit? 16:34:07 <glx> will be squashed later I guess 16:34:11 <TrueBrain> frosch123: sure 16:34:16 <TrueBrain> it is also about: what is easiest to review 16:34:20 <TrueBrain> and: do we want this, etc :) 16:34:35 <TrueBrain> I am not looking for stuff to do, basically :P But reading these endless ::iterator was annoying me :D 16:36:34 *** Wormnest has joined #openttd 16:37:25 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on pull request #8427: Add: [NewGRF] Patch flag to test if inflation is on or off. https://git.io/JL1yp 16:44:24 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #7890: Fix #6452: Reset only editable and visible settings from GUI https://git.io/Jexqi 16:52:44 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #8432: Codechange: use more C++11 in script-related functions https://git.io/JL1Sn 17:02:06 <LordAro> frosch123: i found my last attempt at a ottd clang-format https://gist.github.com/LordAro/e606bbf5c0e2b460f1283b4a2afdf2d8 17:07:27 <glx> oh visual studio supports clang-format 17:11:22 * andythenorth wonders how many water tiles need to be connected to differentiate 'lake' and 'sea' 17:11:30 <andythenorth> in some kind of reasonable world 17:12:06 * andythenorth counts with finger 17:13:11 <andythenorth> 512 isn't enough :) 17:13:12 <TrueBrain> LordAro: how much of a diff does that create? :D 17:13:39 <andythenorth> 1024 might be 17:13:39 <LordAro> lots 17:13:46 <LordAro> but less than the others :p 17:24:51 <Wolf01> andythenorth: what about if is considered sea if connected with map border? 17:28:57 <frosch123> LordAro: https://dpaste.org/y6YV <- any similarity? 17:29:19 <frosch123> main problem i have. there is no format option for enums 17:30:24 <frosch123> a lot of enums are a lot better if the "=" are aligned 17:30:39 <frosch123> clang has a single "align assignments" 17:30:51 <frosch123> which is fine in many cases, where ottd already does that 17:30:56 <DorpsGek> [OpenTTD/OpenTTD] floodious commented on pull request #7745: Feature: setting for more flexible town spacing https://git.io/JL19M 17:31:08 <frosch123> but it does not stop at extremes, where 3 vars are 8 chars, and 1 is 40 17:41:26 <andythenorth> Wolf01 pathological on larger maps :) 17:42:00 <Samu> just finished rebaseing every of my branches to upstream/master 17:43:12 <Samu> the most complicated was lifetime profit conflicting with group by shared orders commit 17:43:26 <Samu> oh well, nobody cares :p 17:53:37 <LordAro> frosch123: indeed 17:54:13 <TrueBrain> So rename the var! :p 17:59:51 <frosch123> you can insert empty lines and no-format comments 17:59:58 <frosch123> but it's a lot of work :) 18:00:47 <frosch123> also i used a setting that debian stable's clang-format does not know yet :p 18:01:02 <frosch123> but that will fix itself in half a year 18:03:42 <TrueBrain> it only needs to run on a single CI target, so that is not an issue :P 18:13:55 <TrueBrain> holy crap, the errors you get if a for() fails, are absurd 18:14:02 <TrueBrain> like 100+ lines of errors, where only the first line mattes :) 18:16:37 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JL1Qt 18:16:38 <DorpsGek> - Update: Translations from eints (by translators) 18:17:34 <frosch123> TrueBrain: there are compiler fights, which produces the best errors :) 18:18:16 <frosch123> i have no experience with clang, but msvc is way worse than gcc 18:22:19 <TrueBrain> okay, MultiMap is weird .. going to skip that :D 18:24:19 <TrueBrain> and I see we call the iterator in this constrct "i", "iter", or "item" ... :D 18:29:03 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8432: Codechange: use more C++11 in script-related functions https://git.io/JL1Dz 18:30:35 <TrueBrain> only 7 files, that was easier than expected :) 18:31:20 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #8432: Codechange: use more C++11 in script-related functions https://git.io/JL1Q2 18:31:51 <TrueBrain> that was ... unexpected quick :o 18:32:10 <LordAro> i get email notifications 18:32:35 <frosch123> you read email faster than irc? 18:32:38 <LordAro> sometimes i pay attention to them 18:33:27 <LordAro> phone notifications :p 18:33:37 <LordAro> i reviewed it from my phone too 18:33:46 <TrueBrain> I am shocked :P 18:33:52 <TrueBrain> but it is appreciated :D 18:34:08 <frosch123> TrueBrain: just think about where he was while reviewing 18:34:12 <glx> I find reading diffs on phone not that easy 18:34:26 <glx> indentation is all broken in github app 18:34:27 <TrueBrain> frosch123: no; just: no 18:35:12 <andythenorth> ipad viewing angle is optimised for toilet 18:35:29 <andythenorth> that was the original design brief 18:35:44 <TrueBrain> okay .. next challenge ... emscripten ... it had bugs ... lets find out why and how to solve them :D 18:38:21 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #8432: Codechange: use more C++11 in script-related functions https://git.io/JL1Dz 18:40:58 <frosch123> https://github.com/OpenTTD/BaNaNaS/pull/73 <- i can't be bothered to enable dorpgek for bananas PRs, so i'll keep posting manually :p 18:42:01 <TrueBrain> sometimes I do see them in my shadow channel 18:42:03 <TrueBrain> sometimes I do not :P 18:43:26 <TrueBrain> 39 locations where we catch errors in OpenTTD 18:43:26 <TrueBrain> hmm 18:48:33 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #8433: Fix f66baa44: index was off by one https://git.io/JL17v 18:48:44 <TrueBrain> a for with "int i = 1" is just confusing my brain, as it turns out 18:51:22 <DorpsGek> [OpenTTD/OpenTTD] glx22 approved pull request #8433: Fix f66baa44: index was off by one https://git.io/JL17t 18:51:38 <TrueBrain> I blame the original writer of the code btw :P 18:54:32 <TrueBrain> will I be in time for the nightly, now that is the question :D 18:54:55 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #8398: Change: Distribute left over cargo to stations according to the highest remainder https://git.io/JL17c 18:55:47 *** HerzogDeXtEr has joined #openttd 18:56:39 *** Samu has quit IRC 18:57:17 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #8433: Fix f66baa44: index was off by one https://git.io/JL17v 18:58:21 *** HerzogDeXtEr has quit IRC 18:58:38 *** HerzogDeXtEr has joined #openttd 18:58:42 <TrueBrain> running AIs in emscripten is kinda hurtful for performance :D That is not a real surprise, I guess 18:59:54 <TrueBrain> pretty okay on Chrome, so what-ever 19:00:15 <TrueBrain> why is left-shift on Linux fast-forward, but on other OSes it is tab? 19:01:39 <TrueBrain> debug vs release 19:01:39 <TrueBrain> lol 19:01:46 <TrueBrain> I did not expect that :) 19:03:01 <andythenorth> catches most of us now and then 19:03:56 <TrueBrain> dead-keys are funny .. when I press `, the console opens, but the next character I type sends a "`<key>" pair to OpenTTD, making it close the console again 19:03:59 <TrueBrain> so I cannot open the console :D 19:04:26 <TrueBrain> (well, via the menu ofc) 19:08:58 <frosch123> i had the opposite problem 19:09:04 <frosch123> i can open the console, but not close it 19:10:31 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #8434: Fix: [Emscripten] compile with exceptions enabled, as our AIs depend on it https://git.io/JL17w 19:10:42 <TrueBrain> dead-keys are annoying 19:10:46 <TrueBrain> not sure how we want to deal with it 19:10:56 <frosch123> oh wait, i figured it out 19:11:17 <frosch123> german layout, no dead keys: i open the console with ^, but i close it with ` 19:11:21 <TrueBrain> I do not think there is a way to detect it ... 19:12:03 <TrueBrain> at least fixed most of the other issues with emscripten, I think :) 19:14:43 <milek7> how much performance penalty is DISABLE_EXCEPTION_CATCHING=0? 19:14:48 <TrueBrain> really tempted to just approve https://github.com/OpenTTD/OpenTTD/pull/7589 .. even if we remove inflation completely later on, I think the only way we are going to get useful feedback about that PR is to simply merge it, and revert it if we don't want it 19:14:55 <TrueBrain> milek7: check the PR, I mention that 19:15:16 <milek7> where? 19:15:18 <TrueBrain> frosch123: how do you rate #7589 .. yah or nah? 19:15:33 <TrueBrain> milek7: in the PR description and in the commit message itself 19:15:45 <TrueBrain> lol, emscripten build fails .. now that is interesting 19:15:49 <frosch123> TrueBrain: i don't think anyone will notice a difference. so if it makes some people happy, it is fine 19:16:19 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8434: Fix: [Emscripten] compile with exceptions enabled, as our AIs depend on it https://git.io/JL17w 19:19:17 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #7589: Change: Always apply inflation from 1920 to 2090, no matter the game start year. https://git.io/JL15U 19:19:36 <TrueBrain> cheers frosch123 19:21:49 <andythenorth> I wanted to troll this by stealing a comment from 7745 19:21:53 <andythenorth> but I can't find a good one 19:22:49 <milek7> TrueBrain: I wonder if it's possible to limit that setting to only script/sl code 19:22:57 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #8434: Fix: [Emscripten] compile with exceptions enabled, as our AIs depend on it https://git.io/JL17w 19:23:27 <TrueBrain> milek7: as mentioned earlier, there are 39 places where we catch .. pretty sure that would be hard-to-maintain code :) 19:24:09 <TrueBrain> so I did not opt for that route :) 19:27:01 *** Wormnest has quit IRC 19:29:44 <frosch123> if you can profile stuff, maybe it makes sense to add some "noexcept" to drawing and pathfinding code 19:30:24 <TrueBrain> you can only indicate where it should do exception handling 19:30:37 <TrueBrain> would be nice if it could be done the other way around :D 19:31:12 <frosch123> i would expect your c++->js compiler to understand "noexcept" 19:31:38 <TrueBrain> it is not mine :P 19:31:49 <TrueBrain> and sorry, then I misunderstood, wtf is "noexcept"? 19:32:03 <frosch123> a keyword you can add to any method/function prototype 19:32:31 <frosch123> says, the compiler is allowed to assume the function will never throw 19:32:32 *** Tirili has joined #openttd 19:32:44 <TrueBrain> owh, cool :) 19:32:52 <TrueBrain> but wouldn't that be a lot of definitions? 19:32:58 <frosch123> https://en.cppreference.com/w/cpp/language/noexcept 19:33:11 <LordAro> yup 19:33:17 <LordAro> that's why most people don't bother 19:33:21 <frosch123> TrueBrain: exactly, hence only for pathfinders and drawing 19:33:32 <TrueBrain> even then :) 19:33:35 <LordAro> i've never heard of it making any actual difference 19:33:42 <TrueBrain> can't you mark whole files? 19:34:02 <frosch123> https://en.cppreference.com/w/cpp/language/noexcept_spec <- i gave the wrong link, this is correct one 19:34:26 <TrueBrain> anyway, I couldn't measure any difference, despite me using the slowest browser (FF) and build (Debug) I could find 19:34:47 <TrueBrain> from their page, a library that is burning the CPU, it makes everything 15% slower 19:35:12 <TrueBrain> so I am not sure any of those efforts are worth it :) 19:35:54 <LordAro> TrueBrain: i tagged your PR :) 19:36:12 <TrueBrain> smart :) 19:36:18 <DorpsGek> [OpenTTD/OpenTTD] frosch123 merged pull request #7589: Change: Always apply inflation from 1920 to 2090, no matter the game start year. https://git.io/fjWc7 19:36:22 *** Samu has joined #openttd 19:36:50 <LordAro> :o 19:37:53 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #8398: Change: Distribute left over cargo to stations according to the highest remainder https://git.io/JLuoN 19:45:10 <TrueBrain> I really should also publish a "master" version of emscripten 19:45:15 *** WormnestAndroid has quit IRC 19:45:15 <TrueBrain> easier to check what is "normal" etc 19:45:18 <TrueBrain> something for another day :) 19:45:29 *** WormnestAndroid has joined #openttd 19:47:44 <frosch123> can you start bith in on window and replicate input events? :p 19:47:58 <TrueBrain> lolz 19:50:34 <TrueBrain> LordAro: it is done! And AIs work :D \o/ AroAI is a goooooooo 19:51:16 <frosch123> does that also fix loading the savegames? or is there another savegame incompatibility? 19:51:55 <TrueBrain> it should fix them, but .. I forgot to test :D Lets fix that! 19:54:11 <TrueBrain> works flawness now :D 19:54:59 <TrueBrain> still need to add a way for you to upload and download savegames 19:55:02 <TrueBrain> but that is for another day :) 19:55:20 <LordAro> TrueBrain: \o/ 19:55:44 <TrueBrain> so: works as advertised :D 19:56:10 <TrueBrain> I have some ideas to improve performance, but that needs more experimentation :D Not for now at least :) 19:56:13 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #8434: Fix: [Emscripten] compile with exceptions enabled, as our AIs depend on it https://git.io/JL1dV 19:56:29 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #8434: Fix: [Emscripten] compile with exceptions enabled, as our AIs depend on it https://git.io/JL17w 20:03:27 * andythenorth is not in the Ballmer zone 20:03:35 <Samu> would you like to live there https://user-images.githubusercontent.com/43006711/103140763-961d7c00-46e2-11eb-80f2-1c6a4740a791.png 20:08:07 *** Tirili has quit IRC 20:11:17 <LordAro> Samu: looks noisy 20:12:55 *** HerzogDeXtEr has quit IRC 20:14:02 <Xaroth> not enough train stations. 20:17:02 <andythenorth> needs more state machines 20:22:08 *** WormnestAndroid has quit IRC 20:27:22 <DorpsGek> [OpenTTD/OpenTTD] BarryJRowe commented on issue #8424: Trains can crash through depots https://git.io/JLXif 20:47:30 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #8427: Add: [NewGRF] Patch flag to test if inflation is on or off. https://git.io/JL1bi 20:48:45 *** Xaroth7 has joined #openttd 20:49:24 *** Xaroth is now known as Guest9085 20:49:24 *** Xaroth7 is now known as Xaroth 20:51:28 *** Guest9085 has quit IRC 20:55:57 <DorpsGek> [OpenTTD/OpenTTD] michicc updated pull request #8427: Add: [NewGRF] Patch flag to test if inflation is on or off. https://git.io/JL1o6 20:56:29 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #8427: Add: [NewGRF] Patch flag to test if inflation is on or off. https://git.io/JL1NT 20:58:32 *** gelignite has joined #openttd 21:03:30 *** Tirili has joined #openttd 21:04:48 <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on pull request #8427: Add: [NewGRF] Patch flag to test if inflation is on or off. https://git.io/JL1N4 21:05:03 *** Tirili has quit IRC 21:15:40 *** supermop_Home_ has quit IRC 21:15:49 *** WormnestAndroid has joined #openttd 21:41:15 <andythenorth> michi_cc https://github.com/OpenTTD/OpenTTD/discussions/8429#discussioncomment-241701 :) 21:44:58 <nielsm> ah phew good, looks like nobody's tried to get hold of me today 21:47:47 <andythenorth> :) 21:51:00 *** Samu has quit IRC 21:56:33 *** WormnestAndroid has quit IRC 21:56:51 *** WormnestAndroid has joined #openttd 22:32:22 *** Naruni has joined #openttd 22:33:57 <Naruni> Hello, I'm working on a patch. In source file rail_gui.cpp:351 (function DoRailroadTrack) there is a function DoCommandP called with two TileVirtXY arguments. I'm trying to offset the location of the track being built but can't get it to work. 22:34:44 <Naruni> So far I've tried changing TileVirtXY(_thd.selstart.x, _thd.selstart.y) to TileVirtXY(_thd.selstart.x, _thd.selstart.y)+1 and TileVirtXY(_thd.selstart.x, _thd.selstart.y) << 4 but neither work. 22:35:32 <Naruni> it tries to place the track at the cursor location instead of offset 22:37:53 <frosch123> no idea what you want to do. but try putting you offsets inside the TileVirtXY instead of outside? 22:39:02 <frosch123> or use TileAdd, TileAddWrap or similar 22:40:11 <frosch123> or TILE_ADDXY 22:40:14 <frosch123> so many functions :) 22:43:29 <Naruni> frosch123, thanks! I'm not familiar with the code at all, I worked on other projects but just wanted to take a gander at this game's code 22:44:07 <Naruni> and yes I also tried (_thd.selstart.x+1, _thd.selstart.y+1), my mistake in typing that incorrectly 22:44:27 <Naruni> ADDXY looks good, I'll go look through that 22:46:03 <Naruni> I'm just trying to patch it so whenever I build track it will build a second track of the same orientation 22:53:41 *** Progman has joined #openttd 23:02:49 *** Wolf01 has quit IRC 23:06:28 *** frosch123 has quit IRC 23:08:41 *** andythenorth has quit IRC 23:16:32 *** nielsm has quit IRC 23:20:43 <DorpsGek> [OpenTTD/OpenTTD] michicc updated pull request #7744: Draft Feature: OpenGL video driver https://git.io/JeO8B 23:27:54 *** sla_ro|master has quit IRC 23:38:52 <DorpsGek> [OpenTTD/OpenTTD] michicc updated pull request #7744: Draft Feature: OpenGL video driver https://git.io/JeO8B 23:59:22 *** Tirili has joined #openttd