Log for #openttd on 12th April 2021:
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00:14:10  <spnda> Just noticed that with debug builds I get a EXTREME performance decrease when the mouse cursor is inside the window and hw acceleration is on... I remember this being a issue a while back
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02:00:04  <DorpsGek> [OpenTTD/OpenTTD] perezdidac dismissed a review for pull request #8982: Feature: text filter for the industry directory
02:00:07  <DorpsGek> [OpenTTD/OpenTTD] perezdidac updated pull request #8982: Feature: text filter for the industry directory
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04:10:20  <DorpsGek> [OpenTTD/OpenTTD] empjustine commented on issue #8970: Ramsomware Protection preventing NewGRF download
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06:35:34  <DorpsGek> [OpenTTD/OpenTTD] WimLeflere commented on pull request #9024: Change: switch game playing in the menu based on selected landscape
06:44:55  <andythenorth> io/
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07:22:42  <TrueBrain> it is safe to say I do not understand std::string sufficiently to work with it :P
07:22:51  <TrueBrain> segfaults allllll over the place :D
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07:33:04  <LordAro> how?
07:33:13  <TrueBrain> if only I knew!
07:33:30  <TrueBrain>  std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >::_M_assign(..)
07:33:32  <TrueBrain> is what crashes
07:33:36  <TrueBrain> which is not something I would expect
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07:35:35  <peter1138> Is there a shorter way to refer to
07:35:40  <peter1138> That was clever
07:35:44  <peter1138> std::chrono::steady_clock::time_point
07:36:03  <TrueBrain> typedeffing it :P
07:36:27  <TrueBrain> the strategy I used for that is: use "auto" as much as you can :P
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07:43:10  <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #9025: Feature: Reveal chat history when chat message box is open.
07:46:53  <peter1138> Time to close that VS Code and open the other VS Code. *sadface*
07:49:08  <TrueBrain> properly I am doing something incredibly stupid, but any idea why this crashes: ?
07:50:37  <TrueBrain> the commented out line works fine
07:51:33  <nielsm> TrueBrain: std::string is not a POD type, and non-POD types allocated+initialized by any other means than operator new is undefined behavior
07:51:58  <nielsm> CallocT is the problem
07:52:19  <TrueBrain> ugh ....
07:52:27  <TrueBrain> so either I go down the rabbithole, or I change it in a char[]
07:52:28  <TrueBrain> tnx nielsm
07:53:20  <nielsm> we have lots of UB on that account in OpenTTD btw
07:53:56  <nielsm> the entire Pool<> and ZeroedMemoryAllocator<> stuff needs to be rewritten
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08:01:11  <TrueBrain> tnx nielsm , going char[] fixed it for now
08:01:19  <TrueBrain> C hitting C++ a lot in the network parts :D
08:16:18  <TrueBrain> Lol: /** Helper to make the code look somewhat nicer. */ typedef ClientNetworkGameSocketHandler MyClient;
08:16:23  <TrueBrain> not sure ... that is really helping :D
08:16:30  <TrueBrain> except for another needless layer of indirection
08:17:03  <nielsm> that My** naming...
08:17:15  <TrueBrain> it pure brilliance :)
08:17:50  <TrueBrain> okay, it wasn't me
08:17:55  <TrueBrain> so I should be careful what I say now :D
08:18:35  <TrueBrain> ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = nullptr;
08:18:43  <TrueBrain> should have read: MyClient *MyClient::my_client = nullptr
08:18:44  <TrueBrain> tbfh :P
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08:37:59  <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #9022: Fix #8874: show a warning when a NewGRF scan is requested multiple times
08:41:12  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #9021: Fix: Do not unlock railtypes when enabling wagons with GameScript
08:44:19  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #9019: Automatically decide which translations are finished
08:46:52  <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #9021: Fix: Do not unlock railtypes when enabling wagons with GameScript
08:53:51  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #9025: Feature: Reveal chat history when chat message box is open.
08:57:36  * andythenorth wonders if trains get an accurate (height level) result for 80+ var 1E
08:57:44  <andythenorth> "The Z location (altitude)"
08:58:12  <andythenorth> diesel engine HP is altitude-dependent :P
08:58:13  <andythenorth>
09:00:44  <andythenorth> why am I wondering, I have newgrfengine.cpp open, what a moron
09:00:58  * andythenorth reads
09:02:50  * andythenorth looks what triggers cb 36 gets
09:04:53  <peter1138> Oh god this jumper is too small :(
09:05:11  <peter1138> This peter1138 needs to cycle.
09:07:13  <andythenorth> GetPower() only seems to be called if consist changes
09:07:26  <andythenorth> but power triggers at minimum when railtype changes
09:07:30  <andythenorth> maybe I search the wrong thing
09:07:50  * andythenorth now doing silly lolz things
09:07:55  <LordAro> peter1138: do it
09:08:26  <andythenorth> maybe PowerChanged()
09:08:54  <TrueBrain> its snowing here .... in such way I cannot see the end of the street
09:08:58  <TrueBrain> its freaking April
09:08:59  <andythenorth> TrueBrain wtf?
09:11:38  <peter1138> LordAro, 7 hours til home-time-o'clock :/
09:12:05  <LordAro> peter1138: you've got a lunch break, don't you? :p
09:12:15  <peter1138> Don't really happen when working from home.
09:12:31  <LordAro> be the chance you want to see in the world
09:12:34  <LordAro> change*
09:14:32  <peter1138> Can you play/develop OpenTTD on a peloton exercise bike? :p
09:15:08  <LordAro> try powering the computer :p
09:15:21  <andythenorth> peter1138 I have a laptop table on my exercise bike
09:15:24  <LordAro> you can hold 200W indefinitely, right?
09:15:27  <andythenorth> but ... I mostly watch youtube
09:15:42  <andythenorth> if I try and work, I forget to cycle
09:15:44  <peter1138> Unlikely atthe moment!
09:15:47  <andythenorth> "walks and chews gum"
09:20:06  <EER> Snow has already passed me over here in the west and now I've lowered the sunscreen because else I can't see my monitors, as we say "April does what it will"
09:20:35  <peter1138> LordAro, at least I'm not obsessing over food these days.
09:21:03  <peter1138> Salad for lunch though.
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09:23:14  * andythenorth obsessing over pixel trains
09:23:22  <andythenorth> dunno how these compare as relative problems
09:23:26  <peter1138> That's healthier.
09:23:41  <andythenorth> I'll go with your answer
09:24:11  <peter1138> Are you playing on my server? Someone's built a castle...
09:25:42  <andythenorth> I wasn't invited :(
09:25:46  * andythenorth dummy spit
09:25:59  <andythenorth> there's a castle grf now, did you install it?
09:25:59  <peter1138> Nobody was, it's just randoms, open to the public.
09:26:13  <andythenorth> I only use the new cool way of joining servers
09:26:20  <peter1138> Not using NewGRFs because too fiddly to set up on servers.
09:26:26  * andythenorth hasn't actually used the new cool way yet
09:29:54  <TrueBrain> I love how NetworkGameList is 1 item on the list :)
09:30:03  <TrueBrain> that hasn't confused me 5 times already
09:30:05  <TrueBrain> and I refuse to fix it :P
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09:36:41  <peter1138> Is a std:: structure used for the list, so some complicated C array?
09:37:58  <dih> hey hey
09:38:18  <dih> have a question i am not able to wrap my head around
09:38:41  <Xaroth> sup dih
09:38:44  <dih> we are seeing a bunch of hex ip's prefixed with 0x7fbf00000000 - anybody with ideas?
09:39:53  <peter1138> What's a "hex ip" ?
09:40:21  <dih> this: remote_addr=0x7fbf6ab56610
09:40:57  <TrueBrain> I think we need a little bit more context .. you are seeing it where/when/how?
09:42:22  <dih> its in a core dump from a service that seg faults, we believe this ip is responsible for it. the ip is easily found, that is not the issue, I just do not understand the prefix part
09:42:32  <peter1138> That's a memory address, not an IP address.
09:42:39  <dih> lol
09:42:44  <Xaroth> or an ipv6 representation
09:43:13  <LordAro> the "prefix" is just where that particular binary is loaded into memory
09:43:14  <dih> peter1138: 0x0000557c4b20abc6 in dtls_accept_client_connection (nbh=0x7fbf64029ee0, local_addr=0x7fbf6ab5659c, remote_addr=0x7fbf6ab56610, ssl=0x7fbf64021990, sock=0x557c4d399240, server=0x7fbf6ab56198)
09:43:24  <LordAro> still a memory address
09:43:29  <LordAro> it's a pointer
09:43:37  <dih> ok, perfekt - thank you
09:43:38  <TrueBrain> I love how this turned into a random help channel :D
09:43:46  <LordAro> probably to a struct or char array
09:43:58  <LordAro> i can see where the confusion might come from though
09:44:44  <LordAro> you certainly can use integers to represent ip addresses
09:44:59  <peter1138> You shouldn't, but...
09:45:01  <TrueBrain> only for IPv4 :)
09:45:16  <LordAro> you might have a 128bit integer type!
09:45:25  <TrueBrain> yeah ... no :P
09:46:38  <TrueBrain> hmm .. now for the hardest part .. changing how we query servers sufficiently that it works but doesn't require redoing the whole GUI :P
09:47:29  <dih> oh yay - what are you up to?
09:49:11  <Xaroth> he's breaking all the things
09:49:14  <Xaroth> and then fixing them again
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09:57:46  <peter1138> Urgh, I suppose I better write a changelog.
10:04:07  <peter1138> Oh no, cold coffee.
10:06:13  <andythenorth> the worst
10:06:27  <andythenorth> so...terrain dependent cursor? :P
10:06:31  * andythenorth day of terrible things
10:16:18  <dih> you mean we will get vr support? :-D
10:17:21  <LordAro>
10:33:25  <dih> :-P
10:57:56  <DorpsGek> [OpenTTD/OpenTTD] LubosKolouch commented on issue #8101: (Streetcar) vehicles do not use all open stations/gates
11:33:20  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #8101: (Streetcar) vehicles do not use all open stations/gates
11:39:41  <TrueBrain> munmap_chunk(): invalid pointer
11:39:45  <TrueBrain> I am very good in breaking shit :D
11:41:26  <LordAro> oh dear
11:43:46  <TrueBrain> everywhere in the code it is called TCPConnecter
11:43:54  <TrueBrain> is that correct english? I keep typing TCPConnector
11:44:10  <TrueBrain> (sorry, sometimes you need a sanity check)
11:45:45  <andythenorth> Connector
11:45:47  <andythenorth> is bettter
11:46:02  <TrueBrain> tnx :)
11:46:52  <andythenorth> latin is connectere
11:47:08  <andythenorth> such facts
11:48:55  <DorpsGek> [OpenTTD/OpenTTD] Crazor commented on issue #8998: Minimap too small on Retina displays
11:50:10  <peter1138> Right how much cycling can I get done in a 30 minute lunch break?
11:50:35  <TrueBrain> the more you talk the less :D
11:50:45  <peter1138> Having lunch first, so that's chopped a bit out.
11:50:45  <andythenorth> some
11:50:52  <andythenorth> about 7 miles
11:58:21  <DorpsGek> [OpenTTD/OpenTTD] Wolfolo commented on issue #8998: Minimap too small on Retina displays
12:03:27  <andythenorth> goes it add acceptance limits to FIRS industries? :)
12:06:39  <Eddi|zuHause> i thought we all agreed that that was one of the worst features in PBI
12:06:49  <andythenorth> for coop style play yes
12:06:51  <andythenorth> and for AIs
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12:07:54  <andythenorth> trying to discover a mechanic whereby some cargos have to be widely distributed
12:08:08  <Eddi|zuHause> you could make a stockpile, but instead of rejecting acceptance, you just throw all excess away
12:08:12  <andythenorth> supplies have that, because there's a gameplay incentive
12:08:34  <Eddi|zuHause> so you cap out on production speed
12:08:36  <andythenorth> (supplies have the distribution not the throwing away, simultaneous replies)
12:09:01  <Eddi|zuHause> so if you want higher secondary production, you need to spread out over multiple industries
12:09:04  <andythenorth> particularly town / tertiary cargos I want to incentivise distributing widely
12:09:35  <Eddi|zuHause> i don
12:09:40  <Eddi|zuHause> 't think you can achieve that
12:09:42  <Eddi|zuHause> in firs
12:10:06  <Eddi|zuHause> would have to be either a new game mechanic, or a gamescript
12:10:07  <Wolf01> Hmmm, somebody forgot to update the microsoft store version?
12:10:28  <andythenorth> I think this is a case
12:10:38  <TrueBrain> Wolf01: orudge said he send it to it
12:10:39  <andythenorth> where 'do it in GS' is actually the correct answer
12:12:04  <Eddi|zuHause> in terms of "game mechanics", it could be done in a major rework of the station rating
12:12:32  <TrueBrain> "We reviewed your submission and identified some changes that are needed before we can publish or update the app. "
12:12:38  <Wolf01> Ok, so the minimap doesn't change size with resolution
12:13:20  <LordAro> TrueBrain: ...does it have any more detail?
12:13:26  <Eddi|zuHause> i mean like "station rating gets higher, the more reachable destinations are served", however that by itself has a lot of problems
12:13:29  <TrueBrain> yeah, pressing buttons
12:14:06  <TrueBrain> it had some old URLs
12:15:23  <TrueBrain> submitted again
12:15:37  <TrueBrain> cool, MSStore tracks how many crashes it has seen
12:15:47  <TrueBrain> just .. that is it
12:15:51  <peter1138> Haha
12:15:56  <TrueBrain> not -that- useful
12:16:41  <TrueBrain> about 150 people play via MSStore daily
12:17:19  <TrueBrain> "Monorails are missing, maglevs, and a whole lot of other content is not in the game. I am sure this is a scam because you say its offical? No. It is a scam because I have used the real Open TTD. "
12:17:21  <TrueBrain> Lol :D
12:17:30  <Xaroth> o_O
12:17:40  <Wolf01> It's because all msstore apps have the tendency to crash, and I don't think it's even related to the app itself, so it's a statistic of store container reliability
12:17:41  <TrueBrain> I think someone forgot the concept of time :)
12:18:30  <Eddi|zuHause> i rather think they forgot the concept of changing railtypes
12:18:45  <Wolf01> ¯\_(ツ)_/¯
12:20:03  <TrueBrain> anyway, it is in review again ..
12:26:13  <peter1138> Hmm, if I reversed the deque, then I wouldn't need to use rbegin()/rend() iteration
12:32:25  <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #7441: Feature: Per-group wagon removal flag
12:33:26  <Wolf01> BTW for the very first time I set up a working truck 3 point route with refit on stations orders
12:37:42  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #7337: Audio driver crash on quit - fluidsynth/SDL
12:51:37  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #8912: Ship can't decide whether or not it wants to go for maintenance
12:51:40  <DorpsGek> [OpenTTD/OpenTTD] LordAro closed issue #8912: Ship can't decide whether or not it wants to go for maintenance
12:53:59  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #7901: Train prefers service in depot over station
12:54:46  <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #9025: Feature: Reveal chat history when chat message box is open.
12:56:05  <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #9025: Feature: Reveal chat history when chat message box is open.
13:00:27  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #7971: Issues found starting/stopping trains due to conversion of (un)electrified rail
13:00:40  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9017: WIP: allow multiplayer without port forwarding (using STUN)
13:00:52  <DorpsGek> [OpenTTD/OpenTTD] LubosKolouch commented on issue #8101: (Streetcar) vehicles do not use all open stations/gates
13:01:24  <TrueBrain> FLHerne: if you have some time, I am curious to know if this new version broke your NAT poking again :) Sorry to bother you with it, but you were the only one with the stricter NAT I know of :P
13:02:03  <TrueBrain> I keep the TCP to the STUN server open a lot shorter, but hopefully still long enough .. but basically this will tell me if the NAT terminates the hole when it sees a FIN, or when it no longer sees activity
13:05:36  <andythenorth> look at the contribution charts :D
13:08:52  <FLHerne> TrueBrain: ok
13:13:43  <FLHerne> builds take a little while on here
13:13:55  <TrueBrain> no rush :)
13:14:12  <TrueBrain> I thought I closed the STUN connection in the earlier version .. as I called CloseConnection
13:14:18  <TrueBrain> turns out, CloseConnection doesn't close the socket :P
13:14:22  <TrueBrain> Close does
13:14:27  <TrueBrain> go figure :P
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13:23:41  <FLHerne> TrueBrain: server
13:24:01  <TrueBrain> works fine too :D
13:24:02  <TrueBrain> sweet!
13:24:17  <FLHerne> I got one message "dbg: [net] [tcp/coordinator] Connection with Game Coordinator lost; reconnecting ..."
13:24:47  <TrueBrain> yeah, always shows that ..
13:24:51  <TrueBrain> I should hide the first time it does that :D
13:25:03  <FLHerne> ok
13:25:17  <TrueBrain> I do not really know when your NAT decides to close the hole
13:25:19  <TrueBrain> bit weird
13:25:22  <TrueBrain> clearly it is not based on FIN :P
13:25:34  <TrueBrain> did you close the server just now?
13:26:01  <TrueBrain> seems so :) It is fine :)
13:26:04  <TrueBrain> tnx FLHerne !
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13:26:54  <TrueBrain> I killed his connection :P
13:28:28  * andythenorth puzzled how grf name is set by bananas
13:28:37  * andythenorth will enjoy investigating
13:28:56  <TrueBrain> version name first, if not set, global name next
13:29:59  <andythenorth> I want to set it permanently to "Iron Horse 2 (Trains)"
13:30:09  <TrueBrain> so set it in global, and remove any version name
13:30:16  <andythenorth> but on upload Bananas autofills "Iron Horse 2"
13:30:18  <TrueBrain> but UX wise nobody understands this :P
13:30:26  <andythenorth> oh I found it
13:30:28  <andythenorth> thanks
13:30:28  <TrueBrain> it "autofills" based on the global name :)
13:30:31  <andythenorth> I was looking action 14
13:30:39  <andythenorth> "wrong place andythenorth"
13:30:47  <TrueBrain> we planned to read out NewGRFs for all kind of metadata
13:30:51  <andythenorth> sorted
13:30:52  <TrueBrain> but I think it only does the GRFID :P
13:31:46  <andythenorth> ha ha
13:31:50  <andythenorth> this is exactly 31 chars
13:31:51  <andythenorth> Road Hog (Buses, Trucks, Trams)
13:32:14  <andythenorth> a regular piece of valid feedback is that there is no way to know what a grf contains
13:32:24  <andythenorth> and mine are some of the worst, with quirky names
13:32:36  <TrueBrain> funny, we do extract name from NewGRF
13:32:40  <TrueBrain> not sure the code does anything with it after that
13:32:45  <andythenorth> but the character limit limits this hack ^^ :)
13:32:55  <andythenorth> this is like doing SEO :P
13:33:00  <andythenorth> BEO
13:33:15  <TrueBrain> "tags" were meant to solve that issue
13:33:18  <TrueBrain> but .. that got us nowhere
13:33:25  <peter1138> TrueBrain, it's mad that STUN just works, but then again I suppose STUN is called STUN for a reason (to make it look like a legimate protocol instead of weird hack that happens to work)
13:33:45  <andythenorth> folksonomies rarely work
13:33:53  <andythenorth> everyone did it because flickr did
13:34:05  <TrueBrain> peter1138: I let you in on a secret ... I do not follow STUN :P
13:34:06  <TrueBrain> nor ICE
13:34:36  <TrueBrain> STUN has its own binary protocol, and I was way too lazy to implement that :D So I just implemented similar functionality with the OpenTTD protocol :D
13:34:44  <TrueBrain> "STUN is a concept" approach :P
13:34:44  <peter1138> heh
13:35:09  <TrueBrain> I just don't fully understand why it works for FLHerne, honestly
13:35:14  <TrueBrain> most NATs I get why this works
13:35:22  <TrueBrain> but his .. it is weird
13:35:31  <TrueBrain> I mean, clearly the NAT listens to a FIN
13:35:36  <TrueBrain> and terminates the forward it has because of it
13:35:43  <TrueBrain> but not when another stream was setup too?
13:35:51  <TrueBrain> I don't really see how one would implement that
13:36:26  <TrueBrain> it works for most NATs because it is simply a lot of overhead to track streams indepth .. so I get that
13:36:34  <TrueBrain> but if you track streams .. why allow this? shrug
13:37:36  <andythenorth> renaming packages in bananas!
13:37:41  <andythenorth> this is so satisfying :)
13:37:41  <TrueBrain> anyway .. the whole STUN stuff is now invisible for any user .. he just says: make a connection, and it magically appears
13:37:56  <TrueBrain> (user == code user, not human user)
13:38:33  <andythenorth> I get unrealistic satisfaction from cleaning house on my bananas content
13:39:59  <andythenorth> I could tag all the old grfs as 'outdated'
13:40:05  <andythenorth> but not sure that's a sustainable convention
13:40:23  <andythenorth> it's quite common to see steam and reddit installing FIRS 2 for example, which is....ancient
13:42:00  <andythenorth> TrueBrain bananas content - are the names that the client sees cached?
13:42:16  <andythenorth> bananas web UI is updated, but client is showing old strings
13:42:38  <TrueBrain> BaNaNaS pushes an update every 5 minutes since last change
13:42:47  <TrueBrain> so if you keep updating for example, it will take infinite amount of time
13:42:58  <andythenorth> thanks
13:42:59  <TrueBrain> after 5 minutes of no changes, it will be pushed through-out the system
13:43:16  <TrueBrain> your last update was at :27 of this hour :)
13:43:27  <TrueBrain> your last pushed update
13:44:28  <TrueBrain> (this is done so you can make multiple edits that you want online at once)
13:44:38  <TrueBrain> Steam for example asks you to press "Publish to public" button
13:44:48  <TrueBrain> but I am 100% 90% of the BaNaNaS users will forget that and complain :D
13:45:01  <TrueBrain> +sure
13:45:13  <andythenorth> yes it totally makes sense :)
13:45:35  <TrueBrain> UI wise we could show a timer, and a button: publish now
13:45:40  <TrueBrain> but what-ever ... nobody seems to care enough :P
13:45:50  * andythenorth will wait a bit long
13:45:52  <andythenorth> longer *
13:46:15  * andythenorth wishes Rectal FIRS didn't exist
13:47:10  <andythenorth> oh I have broken bananas :o
13:47:22  <andythenorth> silly andythenorth
13:47:48  <TrueBrain> what broke?
13:48:33  <andythenorth> not sure "Something failed, sorry for the inconvenience" on manager page
13:48:35  <andythenorth> it's back again
13:49:46  <TrueBrain> no sentry report, so what-ever :P
13:49:47  <TrueBrain> :D
13:50:05  <andythenorth> stuff and things
13:50:13  <andythenorth> wow I never try and use bananas in client
13:50:22  * andythenorth looks at it from point of view of new user
13:50:33  <andythenorth> just tried a search for 'trains'
13:50:38  <andythenorth> interesting
13:53:25  <DorpsGek> [OpenTTD/bananas-frontend-cli] TrueBrain commented on pull request #20: Support developer authentication flow in bananas-cli
13:53:34  <TrueBrain> it also searches by tag
13:53:39  <TrueBrain> but in general, that UI needs to be done better
13:54:27  <andythenorth> one thing at a time I guess :)
13:54:41  <DorpsGek> [OpenTTD/bananas-frontend-cli] TrueBrain commented on pull request #21: Fix: do not try to authenticate when requesting help (#4)
13:58:57  <DorpsGek> [OpenTTD/bananas-frontend-cli] TrueBrain commented on pull request #22: Fix: Use urllib to combine urls (#5)
14:02:24  <DorpsGek> [OpenTTD/OpenTTD] RiseOfDeath commented on issue #8967: Game crash during startup
14:03:22  <DorpsGek> [OpenTTD/bananas-frontend-cli] TrueBrain commented on pull request #23: Combined PR to fix issues #3, #4, #5 and PR #20
14:06:03  <DorpsGek> [OpenTTD/bananas-api] TrueBrain approved pull request #87: Fix #86: Upload on docker failed
14:07:12  <DorpsGek> [OpenTTD/bananas-api] TrueBrain commented on pull request #87: Fix #86: Upload on docker failed
14:09:07  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #8967: Game crash during startup
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14:22:46  <EER> Thanks for the reviews TrueBrain, I'll take a look in-depth tonight :)
14:23:34  <TrueBrain> yeah no worries, sorry it took so long
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14:27:40  <DorpsGek> [OpenTTD/OpenTTD] RiseOfDeath commented on issue #8967: Game crash during startup
14:38:47  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #8967: Game crash during startup
14:47:28  <DorpsGek> [OpenTTD/OpenTTD] RiseOfDeath commented on issue #8967: Game crash during startup
14:47:55  <peter1138> ^ Curiouser
14:49:30  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #8967: Game crash during startup
14:49:38  <LordAro> Curiouser and Curiouser
14:54:51  <snail_UES_> andythenorth: now restaurant cars eliminate running costs for all pax coaches? not just the first 4?
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15:02:36  <spnda> I need some help regarding implementing random triggers for my roadstops patch. I don't understand how action2random works internally or atleast inside of nmlc. Are there any docs on it?
15:03:21  <peter1138> Where do you need to start?
15:04:10  <spnda> Idk I'm clueless. Writing random_switch(FEAT_ROADSTOPS, SELF, switch_roadstop_random) { in my NML code did nothing ingame, so idk if I need to implement any specifics for it. Do I?
15:04:38  <Eddi|zuHause> do roadstops even have random bits?
15:05:01  <spnda> idk do I have to implement that?
15:05:18  <Eddi|zuHause> i would assume so
15:05:33  <peter1138> You have to tell where the random bits come from. There are some random bits included as part of the station.
15:06:00  <peter1138> There's also per-tile random bits for rail stations.
15:06:11  <peter1138> You'd need something similar for road stops
15:06:23  <peter1138> I don't know if you have implemented it as the same or a new NewGRF feature.
15:06:38  <spnda> it's from #7955, so yeah newgrf feature
15:08:12  <peter1138> In the newgrf resolver stuff, there are GetRandomBits() and also GetTriggers()
15:08:46  <peter1138> I assume for road stops you'd want to mostly copy what is done for stations.
15:09:01  <spnda> hmm yeah, thanks
15:09:12  <andythenorth> snail_UES_ yes
15:09:29  <peter1138> The existing code is all geared to only work with rail stations, of course.
15:09:44  <peter1138> Some of it would be the same, like how the triggers are... er.. triggers.
15:09:47  <peter1138> *triggered
15:19:06  * andythenorth is triggered
15:19:15  <andythenorth> I drank a pint of water
15:19:20  <andythenorth> why am I still thirsty?
15:19:55  <snail_UES_> andythenorth: so it’s like an incentive for longer trains. Does the bonus apply to all coach types (local, luxury…) or just a few?
15:25:15  <andythenorth> luxury is deleted
15:25:23  <andythenorth> just applies to 1 coach type
15:25:40  <andythenorth> it's just a pointless micro-management mechanic
15:25:53  <andythenorth> it's like having a bade or a camo or an attachment in other games
15:43:12  <andythenorth> badge *
15:43:21  <andythenorth> OpenTTD needs more Stickers
15:45:26  <Xaroth> It needs a Ping system, so you can point out stuff to people
15:46:21  <snail_UES_> right, I think it makes sense in a general purpose set such as the IH
15:46:42  <andythenorth> snail_UES_ I think there are better ways, but would need a newgrf spec extension
15:46:52  <spnda> gonna do a bios update for once...
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15:47:10  <Eddi|zuHause> i'm always scared of bios updates
15:51:28  <peter1138> Fucking teams
15:52:03  <andythenorth> probably
15:52:22  <andythenorth> it is sunny here peter1138
15:52:29  <andythenorth> you should go out on my bike
15:53:04  <peter1138> in 10 minutes? Hmm
15:53:06  <peter1138> But!
15:53:10  <peter1138> Sunny but cold.
15:53:25  * LordAro going out in 1h10
15:53:29  <LordAro> with people and such
15:57:05  <andythenorth> I went out yesterday
15:57:09  <andythenorth> that will do me until2022
15:57:21  <peter1138> Ok.
15:57:37  <peter1138> I found a 2p so I've changed the CR2032 in my HRM.
15:59:36  <LordAro> :)
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16:24:11  <spnda> btw regarding action2random triggers, is there a default one? When writing NML and leaving the triggers blank, does that just completely ignore triggers or use some default?
16:26:29  <frosch123> it will just read the randombits, and not change them
16:26:42  <spnda> do triggers change them?
16:27:14  <frosch123> "triggers" is short for "rerandomisation triggers"
16:27:19  <frosch123> it's their only purpose
16:28:01  <LordAro> frosch123: #7662 probably requires your input
16:28:04  <spnda> ah so there's one random_bits created once and when a trigger is triggered the random_bits get re-randomised?
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16:31:01  <spnda> Ah yeah they work now, lovely
16:31:08  <spnda> Now just implement some triggers and it should be good
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16:40:12  <DorpsGek> [OpenTTD/OpenTTD] SkippyCoo9 opened issue #9026: Error on starting OpenTTD
16:45:25  <spnda> lovely issue report lol, attached two images that are not on images.githubusercontent
16:47:08  <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #9026: Error on starting OpenTTD
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17:01:14  <DorpsGek> [OpenTTD/OpenTTD] sauntheninja2 commented on issue #8252: Possible duplication of functionality in `screenshot.cpp`
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17:06:18  <spnda> is there any convention on how #import's should be structured?
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17:07:26  <frosch123> stdafx comes first, safeguards comes last, the rest is chaos
17:07:50  <DorpsGek> [OpenTTD/OpenTTD] SkippyCoo9 commented on issue #9026: Error on starting OpenTTD
17:07:53  <DorpsGek> [OpenTTD/OpenTTD] SkippyCoo9 closed issue #9026: Error on starting OpenTTD
17:08:06  <spnda> that sounds like a well thought out convention
17:08:12  <DorpsGek> [OpenTTD/bananas-api] erenes dismissed a review for pull request #87: Fix #86: Upload on docker failed
17:08:15  <DorpsGek> [OpenTTD/bananas-api] erenes updated pull request #87: Fix #86: Upload on docker failed
17:09:00  <spnda> Also #9026 says that downgrading to 1.11 fixed the assertion. But doesn't the nightly include the potential fix for the assertion of #8967? lol
17:09:15  <DorpsGek> [OpenTTD/bananas-api] erenes commented on pull request #87: Fix #86: Upload on docker failed
17:12:19  <frosch123> assertions are disabled in stable releases
17:12:34  <frosch123> so any stable release will "fix" any assertion
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17:14:44  <andythenorth> will I try and make a patch for newgrf vars? :)
17:14:56  <spnda> but they would then usually crash or lead to undefined behaviour, so it would still be noticable sure
17:16:49  <DorpsGek> [OpenTTD/bananas-frontend-cli] erenes commented on pull request #20: Support developer authentication flow in bananas-cli
17:29:56  <DorpsGek> [OpenTTD/bananas-frontend-cli] erenes commented on pull request #23: Combined PR to fix issues #3, #4, #5 and PR #20
17:33:09  <DorpsGek> [OpenTTD/bananas-frontend-cli] erenes commented on pull request #21: Fix: do not try to authenticate when requesting help (#4)
17:51:21  <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
17:51:22  <DorpsGek>   - Update: Translations from eints (by translators)
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18:11:43  <DorpsGek> [OpenTTD/bananas-frontend-cli] erenes updated pull request #21: Fix: do not try to authenticate when requesting help (#4)
18:12:44  <DorpsGek> [OpenTTD/bananas-frontend-cli] erenes commented on pull request #21: Fix: do not try to authenticate when requesting help (#4)
18:13:48  <DorpsGek> [OpenTTD/bananas-frontend-cli] erenes commented on pull request #21: Fix: do not try to authenticate when requesting help (#4)
18:16:07  <TrueBrain> EER: do you know how Python decorators work?
18:16:39  <EER> I am guessing they work similarly to c# attributes, but no I have no experience with them :)
18:16:52  <TrueBrain> okay, in that case I will write some code first :D
18:17:00  <TrueBrain> but your last push is nice :)
18:17:01  <EER> These PRs are very much my first foray into Python
18:17:27  <TrueBrain> the drawback is that people can forget it and get confused .. but decorators can fix that again :D I will make some time tomorrow to draft what I mean :)
18:18:22  <EER> I am guessing "@cli.command()" is a decorator?
18:18:40  <TrueBrain> yup
18:19:03  <TrueBrain> and in this case specifically the @task decorator
18:19:17  <EER> I guess that allows async/await?
18:19:51  <TrueBrain> its currently job is to bridge the sync from main to async from the command, yes
18:19:52  <EER> (this is just me mindmapping C# onto Python and may be grossly inappropriate :P)
18:21:38  <TrueBrain> or maybe a @pass_authentication, like @pass_session .. dunno, too long ago for me :P
18:21:46  <TrueBrain> have to check it out when I haven't been with my head in code all day :D
18:21:59  <Xaroth> EER: Decorators are close to what C# Attributes do, yes, but then more... function-y
18:22:27  <spnda> or annotations in other languages, which is the term I just use for anything similar like python's decorators
18:22:59  <Xaroth> it calls a function with the thing being decorated as its its argument, and whatever it returns is the thing after being decorated
18:23:17  <Xaroth> so you can replace a function with a wrapper that checks authentication, and calls the original function when the user is authenticated
18:23:45  <EER> ahhh, that's fairly straightforward, I'll look into it :)
18:24:24  <Xaroth> explains a bit on it
18:24:36  <Xaroth> you can do all kinds of crazy crap with it... but simple is often better
18:25:54  <EER> I'm sure people come up with all kinds of insane things to do with them, but your simple description is pretty clear :D
18:26:08  <Xaroth> well, it's python, so yes
18:32:19  <peter1138> alright
18:38:10  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #9027: Fix: decisions being made on uninitialised memory in the SDL video driver
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18:41:53  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9027: Fix: decisions being made on uninitialised memory in the SDL video driver
18:42:58  <TrueBrain> vague commit message are vague :P
18:43:12  <EER> I implemented auth with a decorator, but now I feel dirty:
18:43:37  <EER> Not sure if it's an improvement, definitely not for understandability I think ;-)
18:44:34  <TrueBrain> no, that is indeed not an improvement :) But I am not awake enough to really help you :P So this will come tomorrow :)
18:44:57  <EER> no worries, I'm also calling it a night programmingwise ;-)
18:45:08  <TrueBrain> and ugh @ 9027 .. I keep forgetting PODs are not initialized on class ctor .. it is so annoying in C++ :P
18:46:41  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened issue #9028: Memory when destructing OpenGLBackend
18:47:39  <TrueBrain> haha @ Cursor Sprites .. I wonder how many changes we need before we have that correct :D
18:48:06  <TrueBrain> turns out to be a real issue for us :D
18:48:19  <spnda> TrueBrain: Regarding cursor sprites, is it known that on master when rendering the cursor sprites the performance is absolute shit?
18:48:24  <spnda> See
18:48:36  <TrueBrain> spnda: no clue why you ask me in particular :)
18:48:43  <TrueBrain> I have no clue if it is or isn't :)
18:48:44  <spnda> Cause you just mentioned it :)
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18:50:25  <Rubidium> when I'm specific with commit messages they are too long, when they're not too long they not specific enough
18:51:09  <TrueBrain> haha, you are binary I see :D
18:52:23  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #9013: Fix: getaddrinfo/UDP blocking locks up whole game
18:53:08  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #9022: Fix #8874: show a warning when a NewGRF scan is requested multiple times
18:53:11  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed issue #8874: It is possible to run the `rescannewgrf` command while NewGRFs are being scanned.
18:53:30  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #9027: Fix: decisions being made on uninitialised memory in the SDL video driver
18:54:28  <TrueBrain> the SDL one is funny, as we have a bug report about a very similar issue on Windows
18:54:37  <TrueBrain> Rubidium: mind checking if the same problem happens on the win32 driver?
18:55:13  <Rubidium> based on a quick code review it could be
18:55:21  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #9027: Fix: decisions being made on uninitialised memory in the SDL video driver
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18:55:39  <TrueBrain> I used win32 as template for SDL, so any bug in win32 is most often also in SDL .. the other way around is not always true :D
18:56:00  <TrueBrain> is the possible related ticket
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18:57:00  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9025: Feature: Reveal chat history when chat message box is open.
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18:57:58  <Rubidium> how bad is it if I push something completely untested to that pull request?
18:57:59  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9025: Feature: Reveal chat history when chat message box is open.
18:58:26  <TrueBrain> if it is also setting the buffer_locked, I think we will be fine :)
18:58:36  <TrueBrain> I can always test on win32 if need be :)
18:59:24  <TrueBrain> peter1138: I love the chat history PR :D We should play more often to find these small QoL things :D
18:59:34  <spnda> one thing I've been hating is how after like a few hours CMake decides that the cache is outdated and I need to recompile the whole project reee
18:59:46  <Eddi|zuHause> what? PLAY the game? blasphemy!
18:59:54  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 dismissed a review for pull request #9027: Fix: decisions being made on uninitialised memory in the SDL video driver
18:59:57  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #9027: Fix: decisions being made on uninitialised memory in the SDL video driver
19:00:00  <TrueBrain> spnda: btw, if there isn't a ticket about it, please make one, about cursor issues .. I am not really on top of that atm, so I honestly don't know if there is one
19:00:19  <spnda> yeah I'll open an issue, it's only in debug mode though
19:01:22  <TrueBrain> tnx
19:01:51  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on issue #8967: Game crash during startup
19:02:28  <TrueBrain> Rubidium: I will at least smoke-test the commit now :)
19:03:01  <TrueBrain> but it really looks like 1+1=2 :)
19:03:56  <TrueBrain> happy you looked at valgrind :D
19:04:13  <peter1138> Is this one of those "how the heck does it ever work" things?
19:04:28  <TrueBrain> more: random odds it works :P
19:05:25  <Rubidium> peter1138: sort of... how the heck are the values almost always 0. That does not sound like randomly initialised memory
19:05:40  <TrueBrain> it isn't "random" as such, is it?
19:06:06  <spnda> ah I always love myself a read access violation
19:06:13  <andythenorth> maybe we should play the game
19:06:16  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #9027: Fix: decisions being made on uninitialised memory in the SDL video driver
19:06:19  <peter1138> We did.
19:06:27  <TrueBrain> we found plenty of issues to fix
19:06:29  <TrueBrain> got depressed
19:06:36  <peter1138> andythenorth, your bike is rubbish, my legs hurt now.
19:06:45  <andythenorth> I have 2
19:06:51  <andythenorth> you should have taken the electric one
19:06:58  <peter1138> now he tells me
19:07:00  <andythenorth> TrueBrain ha that's like me every game :)
19:07:07  <andythenorth> except for 'get depressed'
19:07:22  <TrueBrain> I am slowly working towards fixing many of my annoyances with the game
19:07:27  <TrueBrain> prioritizing to what other people find annoying too :D
19:07:35  <andythenorth> I think actually it's one place where being mod dev is easier
19:07:35  <TrueBrain> (hence the STUN taking priority over UI rewrite :P)
19:07:45  <peter1138> 30 miles, 1875 calories. god that is unfit...
19:07:46  <andythenorth> being mod dev is FML to get anything changed in the spec
19:07:54  <andythenorth> but actual content...if I see broken...I can fix it
19:08:18  <TrueBrain> I couldn't figure out how to set autorenew
19:08:20  <TrueBrain> to find out it is global
19:08:27  <TrueBrain> I only wanted to autorenew my RVs
19:08:28  <TrueBrain> not my trains
19:08:29  <TrueBrain> FML
19:08:30  <andythenorth> sometimes ALL I see is broken, and that's a bit overwhelming
19:08:55  <andythenorth> I have a design for totally new autoreplace + autorenew + train templates
19:09:01  <andythenorth> only I haven't drawn it :P
19:09:15  <andythenorth> I tried the JGRPP template patch which is...interesting
19:10:25  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed issue #8878: Dedicated server slow to stop while generating map
19:10:27  *** Synck has quit IRC
19:10:29  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed pull request #9001: Fix: If a thread is blocking on UDP send, it can block the entire main loop
19:10:32  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #9013: Fix: getaddrinfo/UDP blocking locks up whole game
19:13:04  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8986: Fix: Missing 'Town names:' colon in map gen GUI
19:14:05  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #9027: Fix: decisions being made on uninitialised memory in the SDL video driver
19:14:07  <peter1138> Hmm, with #7441 there's enough per-group flags that could be used to prevent/allow autorenew (one of the existing flags is to prevent autoreplace) but that doesn't help for vehicle types.
19:14:13  <TrueBrain> nice work Rubidium :D Really nice :)
19:17:13  <andythenorth> new GUI
19:17:25  <andythenorth> frosch(?) already proposed that autorenew could go
19:17:33  <andythenorth> and we could just allow replace-to-same-type
19:17:50  <andythenorth> it's common source of confusion on reddit etc
19:18:36  <andythenorth> 'already'
19:18:39  <andythenorth> I have turned into MB
19:18:41  <andythenorth> nvm
19:18:47  <andythenorth> was gonna happen one day
19:19:27  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened issue #9029: Error message opening nowhere near my mouse
19:19:44  <TrueBrain> andythenorth: that works fine for me too, as that was the first place I was looking for this
19:19:48  <peter1138> replace-to-same-type does require setting that up each time.
19:19:51  <TrueBrain> but it being a global setting, was not one I guessed
19:20:02  <peter1138> But maybe that's okay.
19:20:05  <frosch123> andythenorth: not everything is me :p
19:20:21  <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #9028: Memory leak when destructing OpenGLBackend
19:20:24  <andythenorth> "I have face blindness sometimes"
19:20:30  <TrueBrain> and I wrote some frustration in #9029
19:20:35  <TrueBrain> by far, that was my biggest frustration yesterday
19:21:24  <TrueBrain> sorry, not helping with the issue-counter :)
19:21:39  <andythenorth> playing will do that :)
19:21:47  <frosch123> yes, the error popup tries to be not in the way
19:21:52  <andythenorth> it _is_ pretty good game though
19:22:01  <TrueBrain> yeah ... that is one functionality it doesn't need frosch123  :P
19:22:04  <frosch123> i think in some cases we draw a red tile selection in addition
19:22:25  <TrueBrain> "Requirements for an error box ... 1) not being in the way" :D
19:22:27  <TrueBrain> sorry, I am trolling :)
19:22:34  <_dp_> considering most of those errors are kinda useless it's not that bad of a functionality :p
19:22:47  <frosch123> TrueBrain: an error box that is blocking where you want to click is way more annoying
19:22:57  <TrueBrain> that is why I also didn't write: below the cursor :D
19:23:12  <TrueBrain> but sometimes it felt like it tried max-distance :)
19:23:12  <peter1138> Place it where your eyes are looking.
19:23:27  <TrueBrain> anyway, rails show red when they cannot be placed
19:23:29  <frosch123> but since you like challenges: how about you make the error window half-transparent, and make it pass-through for cliking?
19:23:29  <peter1138> What about the story book global vs company window?
19:23:29  <TrueBrain> road doesn't
19:23:37  <TrueBrain> one of these things I want to dive into one day :)
19:23:38  <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #9029: Error message opening nowhere near my mouse
19:23:47  <TrueBrain> frosch123: not against trying that :)
19:23:52  <TrueBrain> peter1138: make a ticket!
19:24:01  <TrueBrain> as that was rather annoying ...
19:24:03  <peter1138> TrueBrain, I think it was your gripe ;)
19:24:28  <TrueBrain> I already made 2 issues ... don't want to add a third :P
19:24:34  <TrueBrain> but okkkaaayyyyyy
19:24:51  <frosch123> the global/company goal thingie was a dp PR
19:25:04  <frosch123> oh, it's story book now, not goals
19:26:39  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened issue #9030: Global story book opens over company story book
19:26:47  <TrueBrain> frosch123: yeah, I was confused at first too :)
19:28:14  <TrueBrain> peter1138: did I bitch about anything else?
19:28:17  <TrueBrain> owh, yes, rivers
19:28:37  <_dp_> doesn't company story book contain all the global pages anyway?
19:34:08  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on issue #9028: Memory leak when destructing OpenGLBackend
19:34:15  <_dp_> btw, I find company story books kinda useless
19:34:25  <_dp_> way too convoluted ui for anything practical
19:34:26  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened issue #9031: Rivers going uphill are nearly impossible to distinguish from flat river
19:34:41  <TrueBrain> I think both me and LordAro felt for ^^ :)
19:34:51  <TrueBrain> a route that was ~100k turned into 500+k :D
19:34:55  <spnda> I find it interesting that me trying to implement triggers for roadstops has caused exceptions being thrown from NPF functions
19:35:22  <TrueBrain> andythenorth: as I mentioned, I shouldn't be playing this game :P
19:35:51  <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #8101: (Streetcar) vehicles do not use all open stations/gates
19:36:09  <peter1138> spnda, that's... interesting and probably wrong :-)
19:36:13  <andythenorth> I disagree TrueBrain :P
19:36:14  <TrueBrain> having ships draw the route they plan to take, like trains now do, would also help :)
19:37:13  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8986: Fix: Missing 'Town names:' colon in map gen GUI
19:37:46  <andythenorth> TrueBrain also docks
19:37:59  <andythenorth> 'but flat docks were even in TTDP' or something
19:38:27  <andythenorth> 9031 is an ogfx issue, not openttd
19:38:30  <andythenorth> sorry to be an ass
19:38:39  <TrueBrain> I wrote that as possibility, so you are not an ass :P
19:38:49  <TrueBrain> I never remember what is in which part
19:38:57  <andythenorth> they just don't have many rocks
19:38:57  <TrueBrain> I could have looked it up, I guess
19:39:09  <andythenorth> they could also have the water drawn to indicate flow, like the beach waves
19:39:15  <TrueBrain> or locks!
19:39:21  <TrueBrain> locks do this perfectly fine
19:39:32  <TrueBrain> no clue why rivers became white-noise :)
19:39:37  <Rubidium> andythenorth: though the openttd graphics are not much better
19:39:43  <spnda> I am baffled by this stacktrace. Ship::Tick went to NPFShipChooseTrack went to RoadVehicle::IsBus. I have a feeling this is unrelated to my changes.... but I am not sure
19:40:02  <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #9031: Rivers going uphill are nearly impossible to distinguish from flat river
19:40:05  <andythenorth> Rubidium agree
19:40:15  <andythenorth> related: locks are hideous for other reasons
19:40:19  <andythenorth> why they are 3 tiles?
19:40:41  <andythenorth> tends to require demolishing most of the river to place them
19:41:08  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #9031: Rivers going uphill are nearly impossible to distinguish from flat river
19:41:18  <TrueBrain> tnx for the screenie nielsm :)
19:41:31  <andythenorth> I would try to improve the river rapids sprites if other improvements were being made
19:41:36  <nielsm> andythenorth: locks are 3 tiles so it doesn't look terrible when a large ship is using them
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19:41:40  <TrueBrain> andythenorth: indeed, I basically rebuild the river to make it happen :P
19:41:48  <andythenorth> nielsm unlike say...corners? :)
19:41:58  <spnda> OH I WAS CAUSING THE ISSUE
19:42:04  <andythenorth> ships pass through each, but let's have unbuildable locks :D
19:42:09  <andythenorth> sorry, being an ass again
19:42:15  <spnda> I was doing if (front->type = VEH_ROAD)....................... so all vehicles were being checked as roadvehicles
19:42:19  <TrueBrain> but okay, at least locks are clear in how they work and why
19:42:25  <TrueBrain> spnda: oops :D
19:42:39  <TrueBrain> placing down docks was also interesting .. I was thinking we could highlight possible tiles around the cursor
19:42:43  <TrueBrain> to help out what are valid locations
19:42:58  <TrueBrain> as now you are just trying like a mad-man around river boarders :P
19:43:05  <frosch123> TrueBrain: ctrl+x opens the transparency toolbar, using the flat buttons below the icons, you can set trees to completely invisible, instead of just transparent
19:43:08  <TrueBrain> boarders? borders :D
19:43:20  <TrueBrain> frosch123: I know, but I mostly like trees :)
19:43:35  <TrueBrain> just not when building rivers :P
19:44:05  <andythenorth> I love river docks!
19:44:16  <andythenorth> so great!
19:44:31  <frosch123> ah, so you wanted to point out, that rivers are hard to see behind trees :) i thought you just wanted to make it harder for people to guess ogfx/original graphics by covering the whole screenshots with transparent trees :p
19:44:32  <Rubidium> andythenorth: why the locks are 3 tiles, you probably have to ask Oskar (2004 is calling)
19:44:58  <TrueBrain> frosch123: haha, yes, I wanted to show that it is near impossible to spot rivers going uphill, especially that one type :)
19:45:59  <TrueBrain> it really feels like a big FU, but I didn't want to write that in the ticket :P
19:46:07  <TrueBrain> I had to take out max-loan to finish the route :P
19:46:48  <glx> <TrueBrain> I think both me and LordAro felt for ^^ :) <-- me too (rivers on slopes)
19:46:55  <andythenorth> TrueBrain try placing industries some time :P
19:46:59  <TrueBrain> also one of these things: remove an airport that is joined with another station, but not next to it (anymore)
19:47:01  <TrueBrain> place the airport back
19:47:04  <TrueBrain> it is now a new airport
19:47:10  <TrueBrain> now that is not fucking your schedule over at all!
19:47:18  <TrueBrain> want to undo it? Costs you a lot of cash :D
19:47:20  <andythenorth> 'ctrl'
19:47:41  <TrueBrain> andythenorth: yeah .. not working after the fact :P
19:47:56  <TrueBrain> can you somehow merge stations after-the-fact?
19:47:58  <TrueBrain> like, at all?
19:48:36  <frosch123> no, you have to remove them first again
19:49:01  <TrueBrain> and hope the town still allows you after that :D
19:49:05  <andythenorth> I want to just livestream 'truebrain plays the game'
19:49:11  <andythenorth> then I want to do it again with grfs
19:49:18  <frosch123> TrueBrain: you can team up with cirdan :p they had a "overbuild airports" ptch
19:49:23  <TrueBrain> andythenorth: it is really frustrating .. but okay, as said, slowly working towards it :)
19:49:45  <TrueBrain> similar that I want to redirect all my planes to another airport
19:49:52  <TrueBrain> just ... everyone with this order
19:49:53  <TrueBrain> now go there
19:49:56  <TrueBrain> bbbyyyeeeeee
19:50:07  <TrueBrain> but the order window really exploded since I last played it
19:50:17  <frosch123> you can close airports
19:50:17  <TrueBrain> I couldn't drag some orders as it kept changing some silly detail I didn't care about
19:50:25  <frosch123> then aircraft will skip that order
19:50:25  <TrueBrain> (far-end, middle, near-end or what-ever)
19:50:30  <TrueBrain> frosch123: yeah .. not what I want :)
19:50:37  <DorpsGek> [OpenTTD/OpenTTD] michicc opened pull request #9032: Fix #9028: [OpenGL] Clear cursor cache on destroying the OpenGL backend.
19:50:38  <TrueBrain> I want to build a new bigger airport, and direct everyone there
19:50:51  <frosch123> so you want the factorio method? :p
19:51:31  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9032: Fix #9028: [OpenGL] Clear cursor cache on destroying the OpenGL backend.
19:51:41  <TrueBrain> frosch123: does factorio has something like that?
19:51:48  <TrueBrain> well, I guess with building belts?
19:52:04  <frosch123> in factorio train stations are identified by their name
19:52:17  <TrueBrain> owh, they have trains too ofc
19:52:23  <frosch123> you can rename them: give two statiosn the same name, and trains will consider both their target
19:52:28  <TrueBrain> well, their way of doing is completely different, but it is a nice way of doing it, yes :)
19:52:46  <frosch123> rename a station, and all orders to the old one will become unreachable
19:52:52  <frosch123> until you build a new station with the old name
19:53:05  <TrueBrain> that would work too, honestly
19:53:13  <TrueBrain> I do not think that works for OpenTTD, right?
19:53:16  <TrueBrain> names are not relevant, IDs are?
19:53:22  <frosch123> no, we use unique ids for stations :)
19:53:30  <frosch123> you can rename things without breaking stuff
19:53:33  <DorpsGek> [OpenTTD/OpenTTD] LubosKolouch commented on issue #8101: (Streetcar) vehicles do not use all open stations/gates
19:53:37  <TrueBrain> <- this would work too
19:53:48  <TrueBrain> at least, that makes it easier already
19:53:50  <_dp_> names are relevant but for entirely different reason
19:54:05  <TrueBrain> but yeah, what I said .. the order window booommeeddddddddd since I last played
19:54:10  <TrueBrain> and not for the better :)
19:54:13  <frosch123> TrueBrain: nah, 8911 is just: learn hotkeys and set your defaults
19:54:43  <frosch123> players need to learn the game anyway. you cannot adjust the gui to suit everyone
19:55:00  <DorpsGek> [OpenTTD/OpenTTD] michicc updated pull request #9032: Fix #9028: [OpenGL] Clear cursor cache on destroying the OpenGL backend.
19:55:09  <frosch123> same for your distant join case btw. i have no idea how you managed to build the airport in the first place.
19:55:09  <TrueBrain> the other really annoying thing are RVs: what ever you do, after a while, they are all driving close together
19:55:16  <TrueBrain> serving all stations in a short time to never server them for months
19:55:30  <frosch123> after you distant-jointed N stations, you will just press ctrl without thinking
19:55:36  <andythenorth> pls, add more order types
19:55:37  <glx> <TrueBrain> just not when building rivers :P <-- IIRC X should toggle transparency
19:55:37  <EER> It might just be the 25 years of experience speaking, but I find the gui very intuitive :')
19:55:39  <TrueBrain> frosch123: clearly that is not the case :D
19:56:00  <andythenorth> I often forget :)
19:56:07  <TrueBrain> but this is overall the main problem: OpenTTD works if you have played for hours and hours. Not because the UI is good, but because you got used to all the weirdness :)
19:56:09  <frosch123> TrueBrain: yes, that is the auto-separation patch
19:56:12  <andythenorth> or I accidentally join them because corners touch
19:56:16  <glx> ctrl+x to open the menu (and define some states) and x to toggle
19:56:28  <TrueBrain> frosch123: yeah, I know. But that is a solution :) I just mention it was frustrating to deal with the problem :P
19:56:36  <glx> but I need to check how it works
19:56:43  <frosch123> but I dislike "the game plays itself" features like cdist and auto-separation :p i prefer the timetable "load for at least 5 days" method
19:56:51  <andythenorth> 'say what you see' is a top method for UI design
19:56:57  <TrueBrain> main issue was breakdowns
19:57:02  <TrueBrain> they screw up everything you planned :P
19:57:06  <glx> probably something with ctrl click on the transparency window
19:57:08  <TrueBrain> and overtaking is fun: just when the vehicle has overtaken another
19:57:12  <TrueBrain> it forces the other to break for a bit
19:57:14  <TrueBrain> really evil
19:57:33  <TrueBrain> it truly is road-rage
19:57:40  <frosch123> TrueBrain: it also happens without breakdowns. first vehicle arrives, takes long to load everything. second vehicle arrives, station is empty, it continues immediately
19:58:03  <frosch123> so, once RV are stuck together, any loading won't separate them anymore
19:58:08  <glx> road pathfinding makes suboptimal decisions by looking only at current destination
19:59:09  <andythenorth> they can be separated with a single rate limiting roadstop
19:59:16  <andythenorth> and a wait n days order like frosch said
19:59:24  <TrueBrain> ah, found wha tis annoying about dragging orders: you can only drag an order if you do NOT have it selected :) That explains :D
19:59:34  <andythenorth> but I mentioned this a few times on discord, and reaction was 'wtf? fuck that use JGR'
19:59:39  <andythenorth> GG :)
19:59:40  <glx> with stations placed in a kind of loop in town you end up with RV doing 8's around houses between 2 stations when there's a straight line
20:02:16  <TrueBrain> I wonder if I can record the road rage, that would be fun :)
20:03:11  <DorpsGek> [OpenTTD/OpenTTD] LubosKolouch commented on issue #8101: (Streetcar) vehicles do not use all open stations/gates
20:03:37  <glx> ctrl clicking a running train to share orders can be a pain as you need to hit the engine
20:03:52  <TrueBrain> try with fast planes :D
20:03:55  <TrueBrain> follow vehicle is the trick there
20:04:00  <frosch123> TrueBrain: hmm, didn't i say on the first stream: it's insulting that factorio has a better train order gui? or something?
20:04:15  <glx> you need to click on it to be able to follow it ;)
20:05:02  <TrueBrain> frosch123: it is not far from the truth, honestly :)
20:05:03  <frosch123> haha, in singleplayer, i just pause :p
20:05:19  <TrueBrain> but, OpenTTD just has a very "nostalgic" way of doing things :)
20:05:40  <nielsm> open station window, open vehicles using station list, ctrl-click vehicle in list
20:06:10  <andythenorth> FLHerne try it in ffwd :)
20:06:15  <_dp_> sooo many people bamboozled by default debug build
20:06:19  <TrueBrain> holy crap, overtaken is more broken then I thought :)
20:06:19  <andythenorth> I have been testing cargo aging on ffwd for about 4 days
20:06:28  <andythenorth> TrueBrain step away...
20:06:34  <TrueBrain> no, I have a movie! :D
20:06:42  <nielsm> and also my week off is over, back to work tomorrow
20:06:48  <TrueBrain> nielsm: awwwhhhh
20:06:53  <andythenorth> same
20:07:03  <andythenorth> I was going to achieve so much
20:07:08  <andythenorth> I achieved...not deleting Iron Horse
20:07:23  *** erle- has quit IRC
20:08:33  <andythenorth> I tried to do it like a sort of poem
20:08:39  <andythenorth> without rhyming
20:09:24  <FLHerne> _dp_: where?
20:09:48  <_dp_> FLHerne, one just popped in on my server and asked
20:09:53  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened issue #9033: RV road rage during overtaken
20:09:56  <_dp_> but I've seen some in discord as well
20:10:12  <TrueBrain> I should crop that movie
20:10:15  <FLHerne> What's the issue?
20:10:25  <spnda> interesting issue title, "RV road rage"
20:10:29  <FLHerne> People try nightlies and wonder why they're slower?
20:10:40  <_dp_> ppl copy lines from docs, get debug build and wonder why it sucks
20:12:12  <glx> ah manual builds
20:12:32  <glx> feel free to add info to the docs :)
20:12:35  <TrueBrain> updated road rage :)
20:12:49  <TrueBrain> spnda: there is no better way to describe it honestly :)
20:13:46  *** EER has quit IRC
20:14:46  *** nielsm has quit IRC
20:17:35  <glx> nice video
20:17:50  <TrueBrain> an alternative solution for #9033 is to add "FUCK YOU" as sound-bit to the game, to play after overtaking
20:18:03  <TrueBrain> I am perfectly fine with that solution too :D
20:18:07  <TrueBrain> or just honking
20:18:31  <spnda> the transmitter is a default object, yes?
20:18:36  <frosch123> 9033 looks quite realistic to me
20:18:52  <TrueBrain> look at the frame around 10 seconds btw
20:18:57  <TrueBrain> the mail truck is inside the bus :P
20:18:58  <glx> and it's worse with highways, 2 lanes but handled like normal road
20:19:26  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #9033: RV road rage during overtaken
20:19:42  <TrueBrain> frosch123: exactly why I wrote the ticket like this; it is very realistic :)
20:21:12  <frosch123> pretty sure the "exceed max speed" is a feature. so overtaking actually finishes somewhen
20:21:30  <TrueBrain> so .. the slower vehicle exceeds max speed to finish overtaking?
20:21:55  <TrueBrain> that makes no sense :D Sorry :)
20:22:16  <TrueBrain> but yeah, coding wise I am sure there is a good reason for this weird behaviour :)
20:22:34  <spnda> id love to see a 51km/h bus overtake a 50km/h bus lol
20:22:34  <TrueBrain> the breaking is most likely a counter of some sorts kicking in
20:23:47  <TrueBrain> LordAro: you are not the only one who was annoyed by the article yesterday:
20:24:20  <frosch123> hmm, i can only find a bonus for acceleration
20:24:56  <TrueBrain> so, if anyone asks again why I don't play, this is why :P
20:25:01  <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #9031: Rivers going uphill are nearly impossible to distinguish from flat river
20:26:56  <peter1138> spnda, the standard way to prevent that issue is to reverse the test... if (VEH_ROAD == front->type) -- it won't compile if you accidentally use a single =
20:27:04  <peter1138> But of course, we don't do that.
20:27:20  <TrueBrain> don't compilers warn about this shit nowedays anyway?
20:27:25  <spnda> huh I didn't know of that lol, thanks
20:27:30  <spnda> nope it did not warn me
20:27:48  <TrueBrain> sorry: sane compilers? :D
20:27:54  <spnda> msvc :shrug:
20:28:10  <spnda> but yeah VEH_ROAD couldn't be assigned so that totally makes sense, yeah
20:28:26  <TrueBrain> "<source>:3:11: warning: suggest parentheses around assignment used as truth value [-Wparentheses]"
20:28:43  <TrueBrain> GCC 10.3 with -Wall
20:28:49  <TrueBrain> not the most descriptive :)
20:29:09  <spnda> eh idk, just did cmake --build . and didn't see anything so I just ran it
20:29:27  <TrueBrain> I am not blaming you :)
20:30:17  <frosch123> TrueBrain: msvc syntax warnings are on the level of gcc 2.9.5
20:30:37  <spnda> gcc 2? wouldnt that be like 1990?
20:30:43  <peter1138> < spnda> id love to see a 51km/h bus overtake a 50km/h bus lol < never been stuck behind two trucks overtaking?
20:31:02  <TrueBrain> not on a 2-way street, no peter1138 , I haven't :)
20:31:13  <peter1138> :D
20:31:16  <frosch123> spnda: no, 1999-2001
20:31:19  <TrueBrain> :D
20:31:51  <spnda> peter1138: As I have the privilege of living in germany, nope, can 99% just overtake them going at >150km/h
20:32:02  <spnda> 99% of the time*
20:32:08  <frosch123> spnda: 2.95 is the "reunion" gcc, after a fork outlived the original version
20:32:23  <andythenorth> navigable river rapids?
20:32:27  <andythenorth> did I add that here?
20:32:31  <peter1138> egcs was all the rage, I remember that...
20:34:07  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #9031: Rivers going uphill are nearly impossible to distinguish from flat river
20:34:17  <glx> added more pictures
20:34:29  <TrueBrain> \o/
20:34:59  <glx> and yes original is better but could be improved too
20:35:31  <andythenorth> navigable rapids
20:35:32  <glx> oh and that's with invisible trees
20:35:42  <andythenorth> ships can go uphill anyway
20:35:48  <glx> imagine with trees, or transparent ones
20:35:56  <andythenorth> wonder if I could draw them differently
20:36:05  <andythenorth> like a narrowing section, and an actual waterfall
20:36:12  <andythenorth> would look stupid in a long run of them
20:36:18  <peter1138> of course "original" is not actually original, so we can actually fix it...
20:36:43  <peter1138> Some rapids around the rocks would be good.
20:36:53  <glx> maybe add jumping salmon
20:37:01  <glx> to show the direction
20:37:05  <peter1138> NewWater? o_O
20:37:13  <TrueBrain> well, a waterfall of some sorts is not a terrible idea
20:37:20  <TrueBrain> initially, I didn't realise ships couldn't go uphill
20:37:30  <TrueBrain> as the sprite itself doesn't really look impossible for some
20:37:31  <TrueBrain> :D
20:37:46  <TrueBrain> but more rocks etc works too
20:37:46  <Wolf01> I would like both navigable rivers (without locks, maybe 2 tile wide) and rapids
20:37:54  <peter1138> Waterfall would actually help emphasize that it's impassible, yeah.
20:38:14  <Wolf01> Waterfalls are a really good idea
20:38:59  <TrueBrain> with a hidden cave behind it?! :D
20:38:59  <frosch123> andythenorth: i think you drew the rivers in openttd.grf, right?
20:39:06  <andythenorth> yes :)
20:39:12  <frosch123> someone to blame \o/
20:39:13  <spnda> ugh I just can't get random_bits to get updated on triggers.... sad
20:39:14  <andythenorth> yes
20:39:21  <TrueBrain> frosch123: OOHOHHHH, what a terrible thing to say :D
20:39:23  <TrueBrain> but really funny :P
20:39:38  <andythenorth> I didn't draw the rocks
20:39:49  <andythenorth> I drew the land borders / river banks for all terrains
20:39:53  <andythenorth> then ran away
20:40:02  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #9032: Fix #9028: [OpenGL] Clear cursor cache on destroying the OpenGL backend.
20:40:04  <andythenorth> the original was some water.grf or something
20:40:07  <TrueBrain> sorry michi_cc , got distracted ... tnx for helping my OCD :)
20:40:37  <spnda> I think it is very interesting that my cursor issue from yesterday has just decided to not happen...
20:40:43  <DorpsGek> [OpenTTD/OpenTTD] michicc merged pull request #9032: Fix #9028: [OpenGL] Clear cursor cache on destroying the OpenGL backend.
20:40:46  <DorpsGek> [OpenTTD/OpenTTD] michicc closed issue #9028: Memory leak when destructing OpenGLBackend
20:40:48  <TrueBrain> spnda: MAGIC
20:41:00  <TrueBrain> Rubidium: is valgrind clean now? :D
20:41:23  <FLHerne> spnda: Have you updated since yesterday? there were fixes
20:41:26  <spnda> I was at f0f2073 (v-sync option) and since then it got fixed...
20:41:31  <spnda> so yeah
20:41:36  <glx> btw playing yesterday made me find at least 2 'errors' in french translation (mainly missing {BLACK})
20:41:58  <TrueBrain> glx: run a check for all languages if colours are correct?
20:42:06  <TrueBrain> some script? :D
20:42:22  <FLHerne> spnda: JGR, probably
20:42:44  <FLHerne> Oh, hm, that's before vsync
20:42:46  <FLHerne> slightly
20:42:55  <glx> well one had the tag, but after the actual text, the other simply missed the tag
20:43:04  <spnda> yeah might've actually been before v-sync, don't exactly remember
20:43:09  <glx> both result in blue text
20:43:10  <spnda> nevertheless its fixed and that's good :)
20:44:13  <glx> strgen could check that I guess
20:45:15  <glx> IIRC it checks only commands for parameters
20:45:47  <frosch123> better let eints check it :p
20:45:54  <frosch123> or you get broken nightlies
20:46:23  <glx> warnings are allowed
20:46:58  <TrueBrain> still, eints should do it :D
20:47:06  <TrueBrain> translators would never see it otherwise
20:47:09  <TrueBrain> and we get to fix the mess :P
20:47:27  <glx> but if eints can do it it's better yes
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20:47:58  <peter1138> Damn, I was hoping the cursor fix would be the cause of enabling v-sync tanking game-loop performance. But it's not.
20:48:13  <peter1138> (cause of/solution for)
20:48:21  <Rubidium> TrueBrain: yeah, it seems solved
20:48:24  <TrueBrain> Rubidium: \o/
20:48:43  <TrueBrain> now the washers could finish their wash before the house was teared down :D
20:48:50  <TrueBrain> that sentence .. I was I could give awards :)
20:49:20  <glx> best description of the action
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20:54:36  <spnda> I am baffled, can anyone look at and maybe tell me why as soon as any trigger is triggered the random_bits don't get updated and the sprites don't change? (It could also totally be a NML issue).
20:56:03  <glx> oh and now I think I could solve the weird RV pathfinding with one way road (not sure the town would have allowed it though)
20:57:07  <andythenorth> if we had console macros
20:57:18  <andythenorth> I would macro toggling 'vehicles expire' and 'reload_newgrfs'
20:57:22  <andythenorth> for testing reasons
20:57:33  <andythenorth> or just developer tools give me a button for that :P
20:57:45  <frosch123> spnda: you are mixing random bits from the Station with random bits from the Tile
20:58:40  <glx> andythenorth: you want a way to run a console script triggered by your makefile ;)
20:59:30  <spnda> frosch123: Would that really matter though? Random bits are random bits or is there actually a structure to them
20:59:47  <andythenorth> glx not for toggling 'expire' but for reload_newgrfs yes :P
21:00:07  <frosch123> spnda: that's something you should know :p
21:00:35  <frosch123> but most features have separate bits for tiles and for the whole entitiy
21:00:48  <spnda> should, but don't :)
21:00:58  <frosch123> for railstations, it's some bits for the whole station, and some bits for the tile, all masked into one integer
21:01:36  <frosch123> you use Station::random_bits, which are the random bits for the whole railstation
21:01:48  <frosch123> SetStationTileRandomBits are the bits for a single tile
21:01:53  <frosch123> those are very different things
21:02:02  <spnda> uhh
21:02:50  <spnda> but effectively SetStationTileRandomBits can be omitted in this case I guess
21:03:00  <spnda> because right now I don't want to care about each tile, but each station as a whole
21:03:15  <spnda> so setting st->random_bits should be sufficient, no?
21:03:30  <spnda> GetRandomBits also just returns thi->st->random_bits
21:03:54  <frosch123> well, you do a >> 16 for the reseet
21:04:06  <frosch123> you need to do the same shift in GetRandomBits and in the reseed
21:04:09  <Eddi|zuHause> spnda: my opinion, if you're going to mess with road stations, you should be prepared that they might be extended to multi-tile (like airports)
21:04:13  <frosch123> but again, no idea what your goal is
21:04:39  <Eddi|zuHause> you don't have to implement that, but keep that path open
21:05:08  <spnda> Eddi|zuHause: I mean, messing with is already past me, see
21:05:11  <spnda> And yes, that was my idea
21:06:22  <spnda> But right now having a station wide implementation is a good start and then start with the rest
21:06:28  <spnda> finish with the rest*
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21:29:02  <DorpsGek> [OpenTTD/OpenTTD] Xaroth opened pull request #9034: Don't complain that you cannot remove rail/road if it doesn't exist.
21:30:50  <DorpsGek> [OpenTTD/OpenTTD] Xaroth updated pull request #9034: Don't complain that you cannot remove rail/road if it doesn't exist.
21:30:51  * Xaroth grmbls
21:35:22  <andythenorth> how is the issue count doing? :P
21:35:44  <didac> hey all,  I am curious which IRC client do you all use for Windows, if any?
21:35:52  <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on pull request #9021: Fix: Do not unlock railtypes when enabling wagons with GameScript
21:37:29  <glx> didac: I use kvirc
21:37:39  <FLHerne> didac: I think Hexchat is the goto one
21:37:41  <TrueBrain> I use Element via Matrix via IRC bridge :)
21:38:12  <FLHerne> (I use Konversation, which is great but lacks a Windows maintainer)
21:38:53  <michi_cc> Hexchat
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21:50:13  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #9034: Don't complain that you cannot remove rail/road if it doesn't exist.
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22:00:41  <Xaroth> <3 glx
22:01:08  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9017: WIP: allow multiplayer without port forwarding (using STUN)
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22:02:53  <TrueBrain> okay, another step in the right direction
22:02:59  <TrueBrain> rewrote the server .. lots more stable code now :D
22:03:09  <TrueBrain> detects disconnects a lot better, so servers deregister properly :P
22:03:27  <TrueBrain> tomorrow we fiddle with some more GUI stuff :)
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