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Log for #openttd on 19th April 2021:
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00:31:15  <DorpsGek> [OpenTTD/OpenTTD] perezdidac updated pull request #9043: Feature: bridges over bridges (WIP) https://git.io/JOWU8
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01:07:15  <DorpsGek> [OpenTTD/OpenTTD] Milanisius opened issue #9058: Linking error while trying to build openTTD on Raspbian buster https://git.io/JOubL
01:11:24  <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #9058: Linking error while trying to build openTTD on Raspbian buster https://git.io/JOubL
01:18:45  <DorpsGek> [OpenTTD/OpenTTD] FLHerne commented on issue #9058: Linking error while trying to build openTTD on Raspbian buster https://git.io/JOubL
01:19:44  <DorpsGek> [OpenTTD/OpenTTD] perezdidac updated pull request #9043: Feature: bridges over bridges (WIP) https://git.io/JOWU8
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01:34:59  <DorpsGek> [OpenTTD/OpenTTD] Milanisius commented on issue #9058: Linking error while trying to build openTTD on Raspbian buster https://git.io/JOubL
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02:42:25  <DorpsGek> [OpenTTD/OpenTTD] bruceCzK commented on pull request #9048: Update simplified_chinese.txt https://git.io/JOzfh
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04:01:30  <DorpsGek> [OpenTTD/OpenTTD] clzls commented on pull request #9048: Update simplified_chinese.txt https://git.io/JOzOc
05:08:50  <DorpsGek> [OpenTTD/OpenTTD] bruceCzK commented on pull request #9048: Update simplified_chinese.txt https://git.io/JOzl4
05:30:41  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #9058: Linking error while trying to build openTTD on Raspbian buster https://git.io/JOubL
05:30:44  <DorpsGek> [OpenTTD/OpenTTD] LordAro closed issue #9058: Linking error while trying to build openTTD on Raspbian buster https://git.io/JOubL
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06:24:09  <DorpsGek> [OpenTTD/OpenTTD] telk5093 opened issue #9059: There is no way to toggle play/stop music in the title screen https://git.io/JOza2
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06:42:05  <Heiki> hovercam is very foggy this morning
06:57:11  <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #9059: There is no way to toggle play/stop music in the title screen https://git.io/JOza2
06:58:32  <DorpsGek> [OpenTTD/OpenTTD] bztn opened issue #9060: Repeated crash on startup https://git.io/JOzKM
07:00:09  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #9060: Repeated crash on startup https://git.io/JOzKM
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07:03:00  <andythenorth> yo
07:03:40  <LordAro> yo
07:03:46  <DorpsGek> [OpenTTD/OpenTTD] bztn commented on issue #9060: Repeated crash on startup https://git.io/JOzKM
07:04:58  <LordAro> hmm, crash on titlegame
07:07:13  <DorpsGek> [OpenTTD/OpenTTD] bztn commented on issue #9060: Repeated crash on startup https://git.io/JOzKM
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07:08:55  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #9060: Repeated crash on startup https://git.io/JOzKM
07:11:15  <DorpsGek> [OpenTTD/OpenTTD] bztn commented on issue #9060: Repeated crash on startup https://git.io/JOzKM
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07:48:29  <TrueBrain> right ... network GUI time .. ugh .. I don't want to :P
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08:01:39  <TrueBrain> endless stream of crashes because you didn't do NNN correctly
08:01:40  <TrueBrain> ugh
08:02:20  <TrueBrain> for example, GetScrollbar can only be called between CreatedNestedTree and FinishInitNested, as it turns out
08:03:00  <TrueBrain> not like that is documented in the doxygen
08:03:04  <TrueBrain> just something you have to "experience"
08:05:23  <LordAro> maybe you should document it
08:05:40  <TrueBrain> yeah .. I considered documenting all the things I find out .. main issue: I lack the understanding of what I am doing exactly
08:05:46  <TrueBrain> so that documentation can hurt a lot more than it solves :P
08:05:56  <TrueBrain> in the end, I am not falling back to the approach: find a window that does something similar
08:06:00  <TrueBrain> and copy/paste the fuck out of it
08:06:21  <TrueBrain> my understanding of the window system decreased during this time :D
08:06:32  <TrueBrain> not saying the window system is bad btw; just a lot of "you need to know this" stuff :)
08:20:47  <EER> This is why I only work with commandline applications ;-)
08:20:56  <EER> (not specific to openttd of course)
08:21:54  <TrueBrain> I am now trying to figure out how I can make the window open with N lines in the matrix, but allow it to be made smaller than N after .. I do not know how to set the latter :) I wonder if we have a window that does something similar ..
08:22:34  <peter1138> town directory
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08:23:21  <TrueBrain> hmm, that isn't even using WWW_MATRIX .. interesting
08:23:23  <TrueBrain> tnx peter1138
08:29:56  <TrueBrain> I can find how it works after initialization, but I do not understand how it gets its initial height :D
08:29:57  <TrueBrain> lol
08:31:16  <peter1138> It's quite brutal.
08:31:24  <peter1138> town_gui.cpp:866-870
08:31:37  <TrueBrain> yeah, that sets the lowest value to 5
08:31:44  <TrueBrain> but where does it get its original value from?
08:31:58  <TrueBrain> so what initializes "size" :)
08:32:16  <peter1138> Oh
08:32:28  <peter1138> Is it literally the _town_directory_desc?
08:32:34  <TrueBrain> I guess
08:32:57  <TrueBrain> because it is the only widget that can resize, hmm
08:33:05  <TrueBrain> that is .. okay, what-ever, if that works, it works :P
08:33:07  <TrueBrain> what can I say :D
08:33:38  <peter1138> That's nasty, yes.
08:34:02  <peter1138> I'm working on bits like that but keep getting sidetracked.
08:34:04  <TrueBrain> bit the annoying issue is, that my line-height is not fixed
08:34:43  <TrueBrain> so it is easy to get the matrix to show half-a-row :P
08:34:57  <TrueBrain> but with this trick, that might just solve it
08:35:19  <TrueBrain> yeah, works
08:35:20  <TrueBrain> crazy :D
08:35:27  <TrueBrain> tnx peter1138 , I would not have figured this out on my own :D
08:35:51  <peter1138> Set the Fill to be the line-line
08:36:07  <peter1138> ...
08:36:09  <peter1138> line-height
08:36:11  <TrueBrain> it works now \o/
08:36:41  <TrueBrain> but indeed, you need to set the height of the window in the WindowDesc variable
08:36:58  <TrueBrain> and after setting the resize height, it "auto fixes" to always show a full row
08:37:10  <peter1138> That is actually how I fixed the server list in master, just by setting fill to line_height...
08:39:23  <TrueBrain> I will make sure to do the same :D
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08:46:42  <TrueBrain> warning: enumeral and non-enumeral type in conditional expression
08:46:54  <TrueBrain> right ... thank you for letting me know .. guess I add a pointless cast? :P
08:51:03  <TrueBrain> still weird we have 2 options for changing the size of the interface :P
08:51:09  <TrueBrain> changing one just begs for the other to also be changed
08:53:57  <DorpsGek> [OpenTTD/OpenTTD] James103 opened issue #9061: Clear land tool clears areas that are already cleared (bare land) https://git.io/JOzbJ
08:56:59  <peter1138> TrueBrain, yes, font and sprite :/ bad design by me there.
08:57:20  <TrueBrain> I am more wondering what would happen if we just merge it
08:57:26  <TrueBrain> guess people with custom font-sizes won't be happy at first
08:59:11  <peter1138> TrueBrain, i'm working on changes that store padding, minimal pixel sizes and minimal text lines separately, and keep them around so that they can be rescaled if needed.
08:59:37  <peter1138> Part of my thoughts with that is making the scale a slider instead of 1x 2x 4x.
08:59:46  <TrueBrain> would be nice :D
08:59:59  <peter1138> sprites can be scaled on powers of 2 (unless we get a new scaler)
09:00:09  <peter1138> and truetype fonts can be scaled directly based on the slider
09:00:54  <peter1138> Of course, I keep getting distracted by code that intermingles pixel sizes and text sizes, and untangling that.
09:01:03  <TrueBrain> ghehe .. lot of work :D
09:01:20  <peter1138> But I can, at the moment, change the GUI/Font size in game, and exist windows scale correctly, unlike in master.
09:01:26  <peter1138> *existing
09:01:31  <TrueBrain> sweet :)
09:01:43  <DorpsGek> [OpenTTD/OpenTTD] James103 opened issue #9062: "File version" is incorrect for Windows OpenTTD executable https://git.io/JOzNv
09:03:25  <TrueBrain> what is a bit weird, when you change GUI size, matrixes don't keep their current amount of rows
09:03:45  <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #9062: "File version" is incorrect for Windows OpenTTD executable https://git.io/JOzNv
09:04:02  <peter1138> It keeps the window size, yes.
09:04:21  <TrueBrain> okay, so now ... why does vertical resizing work, but horizontal not ..
09:05:57  <TrueBrain> owh, I do need to mark a SetResize on every element in the rest of the window, I guess ..
09:07:42  <TrueBrain> yeah
09:07:43  <TrueBrain> k
09:08:38  <TrueBrain> how do I set a minimalsize based on font-scaling? Or is that the wrong question :D
09:08:51  <TrueBrain> when I do Quad sizes fonts and open the window, it doesn't fit now :D
09:09:38  <peter1138> You need probably need 4K, yes.
09:09:48  <peter1138> SetMinimalTextLines
09:09:55  <peter1138> You can't set width though.
09:09:57  <TrueBrain> ah! Tnx :D
09:10:01  <TrueBrain> owh :(
09:10:20  <peter1138> Could probably be added though.
09:10:35  <peter1138> Change it to SetMinimalTextSize
09:10:51  <TrueBrain> https://cdn.discordapp.com/attachments/273533192601075712/833630683632107530/unknown.png
09:10:56  <TrueBrain> as that is not looking really good now :D
09:11:16  <peter1138> Measure it in "em" except pretend than an em is the width of the letter 'M'
09:11:35  <peter1138> Nice.
09:12:12  <TrueBrain> hmm .. maybe I can fix this via UpdateWidgetSize for now
09:12:16  <peter1138> There's all sorts of custom code everywhere to manage minimal sizes for widgets, it would be good to get rid of it.
09:12:36  <peter1138> SetMinimalTextSize sounds like a feature for my branch, I guess.
09:12:49  <TrueBrain> if you don't mind adding that, I will not write additional custom code for now :D
09:13:35  <TrueBrain> now to fix RTL
09:14:56  <peter1138> That's actually a good point, currently there's no indication of what server you are connected to :D
09:15:13  <TrueBrain> which is an issue for Rich Presence :)
09:16:19  <TrueBrain> ugh, RTL stuff is annoying .. makes statements totally unreadable :D
09:16:25  <peter1138> Yes
09:22:45  <_dp_> imagine if Chinese didn't give up on vertical writing :p
09:26:21  <peter1138> There's an option for that in Windows. Rotate screen 90 degrees :D
09:26:23  <TrueBrain> okay, RTL seems to work fine too now .. that was more code than I was hoping for, but I think I found a clean way for it :)
09:27:51  <TrueBrain> now ... adding functionality to the window :P
09:29:01  <peter1138> Hmm, Windows 10 has something called "Hardware Accelerated GPU scheduling", which is disabled by default. Wonder what it does.
09:33:56  <peter1138> VS Code has the best extensions... https://github.com/GabeStep/cage-icons
09:40:24  <TrueBrain> hmm ... so I can now change the name of my server
09:40:28  <TrueBrain> but the label that shows it
09:40:34  <TrueBrain> I made right-aligned by adding a spacer in front of it
09:40:38  <TrueBrain> so if you now make the name bigger
09:40:40  <TrueBrain> it shows ...
09:40:45  <TrueBrain> instead of resizing :D
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09:47:51  <peter1138> I suppose andy will need a 16x gui scale option...
09:48:57  <TrueBrain> hmm .. seems the easiest way to change the client name is via IConsoleSetSetting
09:49:00  <TrueBrain> is that weird?
09:52:20  <peter1138> Yes but if it works... ? :)
09:53:16  <peter1138> Wonder if it's possible to keep the graphics frame rate high even if the sim rate is low.
09:53:28  <peter1138> Big issue would be rendering the viewport I guess.
09:53:35  <TrueBrain> we had some talk about what should suffer when
09:53:40  <TrueBrain> and nobody could agree :P
09:53:49  <TrueBrain> keeping the sim rate high is what some people want
09:53:56  <TrueBrain> while others want to keep their sweet 144fps
09:54:06  <TrueBrain> so I just made the mutex fight it out :P
09:54:16  <peter1138> This is sim 13.5 fps, gfx 14.5
09:54:24  <peter1138> Hmm, so it is, oddly, a little faster.
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09:54:45  <TrueBrain> omg, peter1138 , I have a button to change your nick!
09:54:48  <TrueBrain> not sure I should PR this ...
09:54:52  <peter1138> Yeah, I am thinking on the low end scale rather than near 144 fps :D
09:54:54  <TrueBrain> sounds like you can just google this
09:54:58  <peter1138> lol
09:55:30  <TrueBrain> if we can make more parts of the drawing happen during gameloop
09:55:32  <TrueBrain> the better the fps gets
09:55:41  <TrueBrain> ViewportDraw stuff is one of these
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10:00:46  <peter1138> Hmm, I can't even scroll the wentbourne game in 1.7.1, it just rolls back to where it started
10:01:43  <peter1138> Oh, it's just 1.7.1. Apparently viewport scrolling doesn't work. How odd.
10:03:01  <peter1138> Maybe that guy can bug report it ;)
10:13:27  <TrueBrain> so DrawString has the ability to right-align text
10:13:33  <TrueBrain> now ... how do say that in the widget ..
10:13:51  <peter1138> Ah, well...
10:14:24  <peter1138> I don't believe you can. The company face window has a ton of custom DrawStrings which is just right-aligned text.
10:14:34  <TrueBrain> indeed ... you cannot
10:14:38  <TrueBrain> which is a bit silly :D
10:15:04  <peter1138> More widget parts!
10:15:14  <TrueBrain> nah, it can just be a SetAlignment()
10:15:32  <TrueBrain> well, that is a widget part, I guess
10:15:35  <peter1138> Yes ;_)
10:15:37  <peter1138> :-)
10:15:44  <peter1138> widget part vs widget
10:15:45  <TrueBrain> meh .. really don't feel like doing that atm
10:15:55  <TrueBrain> I am already way to neck deep in this stuff .. I want to finish the network stuff
10:16:01  <TrueBrain> not end up extending the widget system
10:16:03  <peter1138> I can look at that too.
10:16:13  <TrueBrain> if you don't mind, that would be lovely
10:16:14  <peter1138> Another one I'd like is to override the text colour.
10:16:27  <TrueBrain> for now I guess I just take control of the drawing of the widget myself
10:16:44  <peter1138> I updated the company face window as it also custom draws all the values. But the strings don't have a colour code, so they coming out blue :D
10:17:22  <peter1138> SetAlignment can work for text & sprites, I guess.
10:17:50  <TrueBrain> okay, so for now, the top part of the window works
10:17:57  <TrueBrain> now for the buttons next to company / player ..
10:19:45  <peter1138> Hmm, enum or -1, 0, 1? :p
10:20:01  <TrueBrain> for alignment? There is already a nice enum for that
10:20:03  <TrueBrain> StringAlignment
10:20:49  <peter1138> Hmm.
10:20:52  <peter1138> Ok.
10:22:06  <TrueBrain> that is why I find it odd it isn't added yet :P DrawString etc just take it as optional parameter :D
10:22:15  <peter1138> Yeah
10:23:14  <TrueBrain> hmm ... so I manually draw buttons per player, as we have nothing to dynamically do that
10:23:17  <TrueBrain> but to know what button is pressed
10:23:24  <TrueBrain> I need to do the same logic as the drawing part
10:23:40  <TrueBrain> I am somewhat tempted to precalculate the location of buttons etc
10:23:46  <TrueBrain> and make some kind of dynamic matrix :P
10:24:13  <TrueBrain> just to avoid two places in the code strongly depend on having the same logic
10:25:23  <TrueBrain> (especially because of all the RTL stuff :D)
10:26:40  <DorpsGek> [OpenTTD/team] clzls opened issue #194: [ja_JP] Translator access request https://git.io/JOgTF
10:41:10  <peter1138> Oof, news window's caption is, of course, not actually a caption :)
10:59:31  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #9062: "File version" is incorrect for Windows OpenTTD executable https://git.io/JOzNv
11:03:35  <DorpsGek> [OpenTTD/team] LordAro commented on issue #194: [ja_JP] Translator access request https://git.io/JOgTF
11:06:51  <Rubidium> TrueBrain: you know that many people try to just solve their itch instead of solving the underlying problem. Just see https://github.com/OpenTTD/OpenTTD/pull/9011 that just copies the whole key press logic handling for a scrollbar to replace two variables instead of solving it more generically and then using the generic solution ;)
11:07:55  <Rubidium> but maybe there should be a category of those kinds of things for which the same solution has been introduced many times, so someone can pick that up to make it more generic. That alignment for widgets sounds like a nice first one as I already tackled the scrollbar one
11:08:40  <Timberwolf> That has been much of my working life.
11:09:18  <Timberwolf> Best when you have >5 implementations of the same thing, some of them have received bug fixes and others have not. (And not necessarily the same bug fix each time)
11:09:37  <Timberwolf> Then you can spend many hours trying to work out whether the divergent behaviour is intentional or not.
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11:25:24  <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #9063: Codechange: Add internal widget alignment property, along with widget part. https://git.io/JOg3z
11:26:02  <peter1138> ^ A draft currently...
11:27:13  <LordAro> Rubidium: yeah, i was going to suggest such a thing
11:31:04  <peter1138> SALAD TIME!
11:31:54  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #9062: "File version" is incorrect for Windows OpenTTD executable https://git.io/JOzNv
11:34:46  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #9062: "File version" is incorrect for Windows OpenTTD executable https://git.io/JOzNv
11:35:56  <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #9062: "File version" is incorrect for Windows OpenTTD executable https://git.io/JOzNv
11:37:00  <LordAro> ah, so it's my fault for not following the release process!
11:37:01  <LordAro> good to know
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11:40:07  <LordAro> though actually, i probably wouldn't have looked in ottdres.rc(.in) even before cmake
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11:43:39  <peter1138> "when i tried to play this game the ui crit me for 9001 and i stopped
11:43:41  <peter1138> "
11:43:44  <peter1138> I wonder what that means?
11:44:12  <LordAro> i think it means they didn't like/understand the ui
11:44:39  <peter1138> "Oh well, there goes my incompatible savegames. New game.
11:44:40  <peter1138> "
11:44:42  <peter1138> Hmm.
11:47:16  <peter1138> https://steamcommunity.com/app/1536610/discussions/0/5350815203294375957/ < totally clear
11:47:58  <LordAro> i was just looking at that
11:48:07  <LordAro> "GAME CRASHES" "actually it doesn't"
11:48:24  <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #9061: Clear land tool clears areas that are already cleared (bare land) https://git.io/JOzbJ
11:48:35  <DorpsGek> [OpenTTD/OpenTTD] Rocha-afk commented on issue #9060: Repeated crash on startup https://git.io/JOzKM
11:48:39  <peter1138> Not sure if it's the window viewport scrolling, or the window itself moving.
11:48:54  <peter1138> Judging by having to quit Steam, probably the latter.
11:48:55  <LordAro> i think the viewport
11:49:07  <LordAro> and then the steam overlay screwing with it somehow?
11:51:34  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #9054: Doc: Dedicated server dependencies https://git.io/JOgnX
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11:55:50  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #9060: Repeated crash on startup https://git.io/JOzKM
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12:13:46  <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #9063: Codechange: Add internal widget alignment property, along with widget part. https://git.io/JOg3z
12:25:56  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #9060: Repeated crash on startup https://git.io/JOzKM
12:31:46  <DorpsGek> [OpenTTD/OpenTTD] Rocha-afk commented on issue #9060: Repeated crash on startup https://git.io/JOzKM
12:33:22  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #9060: Repeated crash on startup https://git.io/JOzKM
12:33:25  <DorpsGek> [OpenTTD/OpenTTD] LordAro closed issue #9060: Repeated crash on startup https://git.io/JOzKM
12:38:11  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8749: WIP Feature: Setting to loop the same year forever https://git.io/JOgBy
12:40:18  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed pull request #8749: WIP Feature: Setting to loop the same year forever https://git.io/JtNkN
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12:42:19  <peter1138> Hm, yeah, line 923 is a }
12:43:12  <peter1138> But the version is 1.11.1, so...
12:43:34  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8574: Feature: Ships yield when passing through one another https://git.io/JOgRu
12:43:37  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed pull request #8574: Feature: Ships yield when passing through one another https://git.io/JtJxc
12:48:08  <peter1138> Probably need to check glError() after allocating the buffers.
12:49:32  <LordAro> likely
12:54:29  <peter1138> Bah, doesn't crash on my shitty nvidia 520M laptop
12:55:13  <TrueBrain> so 1.11.1 crashes for people where it didn't crash before, but it runs for people where it crashed on 1.11.0 :D
12:55:17  <TrueBrain> WE INVERTED LOGIC \o/ :D
12:55:45  <LordAro> yay!
12:56:16  <glx> when loading the dmp MSVC says _gl function is in intel driver
12:56:47  <LordAro> calling glError in more places is probably a good idea regardless
12:56:49  <TrueBrain> many people are also happy with the vsync button, also nice to know :)
12:57:06  <LordAro> TrueBrain: and they haven't noticed how much is slows down FFWD? :p
12:57:51  <TrueBrain> no, as people are not insane and don't need to run at 1000000x simulation speed :P
12:58:26  <DorpsGek> [OpenTTD/OpenTTD] Rocha-afk commented on issue #8969: Game Crash on Startup https://git.io/JYAbO
12:58:26  <LordAro> boo
12:59:03  <peter1138> Forced my laptop to Intel and it still works. Hmm.
12:59:20  <LordAro> dunno why this guy keeps making me run google translate for them
13:01:07  <glx> he installed ultraedit while basic windows notepad would work
13:02:20  <TrueBrain> right, after a long lunch, back to figuring out this Network GUI
13:03:22  <LordAro> it's not necessarily clear how to open random files if you don't already know
13:08:41  * dih was reading some old wwottdgd stuff
13:08:48  <dih> sheesh that was some fun stuff :-D
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13:56:28  <TrueBrain> now the question is .. what prevents you from having the same amount of fun (or more) again? :D
13:59:51  <peter1138> "... upper bound of 10 clients" that's pretty old
14:02:18  <TrueBrain> terminate called after throwing an instance of 'std::out_of_range'
14:02:19  <TrueBrain> oops
14:14:28  <DorpsGek> [OpenTTD/OpenTTD] jogolyjoo opened issue #9064: Fatal Application Error https://git.io/JOgPl
14:14:58  <LordAro> concerning
14:15:28  <peter1138> Apparently adding null checks made it worse...
14:17:55  <TrueBrain> 1.11.2 when?
14:18:29  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #9064: Fatal Application Error https://git.io/JOgPl
14:18:37  <LordAro> as soon as someone can actually reproduce and fix the crash :p
14:19:11  <TrueBrain> so demanding :D
14:19:40  <LordAro> oh, i got #8967 & #8969 confused
14:19:45  <dih> <TrueBrain> now the question is .. what prevents you from having the same amount of fun (or more) again? :D < the type of fun has changed :-P
14:19:50  <LordAro> pretty sure they're all the same, but still
14:22:14  <peter1138> Got another laptop to try...
14:22:24  <TrueBrain> how .. many do you have?
14:22:47  <peter1138> Oh, Core i3 with Radeon. So not the same :/
14:22:55  <peter1138> Um... well.
14:22:55  <LordAro> hmm, i could try it on some of the work computeres
14:23:03  <LordAro> mostly got intel graphics
14:23:13  <LordAro> only mild abuse
14:23:23  <peter1138> Five I can see from here.
14:23:40  <TrueBrain> hoarder :P
14:24:06  <peter1138> Yes. One is a Apple device that no longer powers on.
14:24:20  <peter1138> I did bin the Pentium 100 laptop though.
14:24:50  <dih> lol
14:25:29  <peter1138> Actually this one belonged to my old employer who no longer exist.
14:26:40  <LordAro> OTTD via RDP is "a struggle"
14:28:48  <LordAro> about 3spf
14:29:03  <LordAro> but i think most of that is my inability to download at more than 2Mbps
14:30:09  <LordAro> though thinking about it, my work desktop has a quadro in it, for Reasons
14:31:34  <peter1138> Hmm, today appears to be a lovely day.
14:31:36  <TrueBrain> when you enter the wrong company password, you don't even get an error? Boooooo
14:31:41  <LordAro> can confirm
14:33:30  <_dp_> mp ui in general can use some improvements
14:33:45  <_dp_> it likes throwing out player to the main menu for example
14:34:15  <peter1138> That doesn't seem to be a UI issue.
14:34:46  <DorpsGek> [OpenTTD/OpenTTD] RailwAI opened issue #9065: Train cannot get a path to continue while there is no other train https://git.io/JOgMX
14:34:50  <_dp_> well, idk, usability, whatever you call it
14:35:13  <peter1138> Oh. I think this laptop might be broken.
14:35:31  <glx> ok I have https://github.com/OpenTTD/OpenTTD/compare/master...glx22:autofill_version_master and https://github.com/OpenTTD/OpenTTD/compare/release/1.11...glx22:autofill_version_1.11
14:35:32  <peter1138> "LoadLibrary failed with error 1114: A dynamic link library (DLL) initialization routine failed."
14:36:17  <peter1138> UX for user experience, normally.
14:37:10  <TrueBrain> https://cdn.discordapp.com/attachments/337701432230805505/833712810961403994/unknown.png
14:37:11  <TrueBrain> almost there
14:38:04  <DorpsGek> [OpenTTD/OpenTTD] jogolyjoo commented on issue #9064: Fatal Application Error https://git.io/JOgPl
14:38:13  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #9065: Train cannot get a path to continue while there is no other train https://git.io/JOgMX
14:38:43  <_dp_> TrueBrain, why does company have no admin button?
14:38:48  <LordAro> no jogolyjoo, that's not a helpful response
14:39:03  <LordAro> give me data, not useless pleasantries and good feelings
14:40:02  <TrueBrain> _dp_: because there is currently nothing to admin for companies
14:40:18  <DorpsGek> [OpenTTD/OpenTTD] jogolyjoo commented on issue #9064: Fatal Application Error https://git.io/JOgPl
14:40:42  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #9064: Fatal Application Error https://git.io/JOgPl
14:42:09  <_dp_> TrueBrain, is there currently anything to admin for users? :p
14:42:20  <TrueBrain> yes, otherwise there wouldn't have been an admin button
14:43:09  <_dp_> I've no idea what you put there but I guess kick/ban/move commands, right?
14:43:30  <_dp_> for companies there is at least reset
14:43:49  <_dp_> moving admin to company is also quite useful
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14:45:23  <_dp_> locking is also quite useful but that's for the future features I guess
14:45:30  <DorpsGek> [OpenTTD/OpenTTD] RailwAI commented on issue #9065: Train cannot get a path to continue while there is no other train https://git.io/JOgMX
14:45:33  <DorpsGek> [OpenTTD/OpenTTD] RailwAI closed issue #9065: Train cannot get a path to continue while there is no other train https://git.io/JOgMX
14:47:00  <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #9066: Fix: Auto-fill version details in rev.cpp and ottres.rc https://git.io/JOgyM
14:50:55  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #9066: Fix: Auto-fill version details in rev.cpp and ottres.rc https://git.io/JOgSR
14:53:01  <DorpsGek> [OpenTTD/OpenTTD] jogolyjoo commented on issue #9064: Fatal Application Error https://git.io/JOgPl
14:53:51  <DorpsGek> [OpenTTD/OpenTTD] jogolyjoo commented on issue #9064: Fatal Application Error https://git.io/JOgPl
14:54:11  <DorpsGek> [OpenTTD/OpenTTD] jogolyjoo closed issue #9064: Fatal Application Error https://git.io/JOgPl
14:54:23  <LordAro> well
14:54:27  <LordAro> probably a duplicate anyway
14:54:31  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #9066: Fix: Auto-fill version details in rev.cpp and ottres.rc https://git.io/JOgSj
14:54:38  <DorpsGek> [OpenTTD/OpenTTD] jogolyjoo reopened issue #9064: Fatal Application Error https://git.io/JOgPl
14:54:50  <glx> yeah stupid user
14:55:37  <LordAro> nah
14:55:48  <DorpsGek> [OpenTTD/OpenTTD] jogolyjoo commented on issue #9064: Fatal Application Error https://git.io/JOgPl
14:55:49  <LordAro> just technologically impaired
14:58:02  <glx> oh and we don't really set CPACK major/minor/patch stuff, I think they default to 0.1.1 because we don't use CMAKE_PROJECT_VERSION_XXX variables
14:58:55  <glx> dynamic version detection at build time vs static version
15:01:35  <LordAro> mm, i noticed that when grepping
15:01:43  <LordAro> maybe we should be, to prevent possible mistakes?
15:02:22  <glx> doesn't work well with build time detection, I think TrueBrain tried that in early cmake work
15:07:49  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #9067: [WIP] Feature: rework in-game Network GUI https://git.io/JOgQW
15:07:57  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #9062: "File version" is incorrect for Windows OpenTTD executable https://git.io/JOzNv
15:08:06  <TrueBrain> okay, really done with this for today ... "almost" there, but really done with GUI shit now :P
15:09:13  <TrueBrain> LordAro: was thinking about a developers blog, but our news page is just a bit shitty for it .. doesn't allow anyone to react
15:09:24  <TrueBrain> so I have been thinking maybe we should make a Discussion category for it?
15:09:32  <TrueBrain> also feels weird
15:09:41  <TrueBrain> well, works if we make a whole new repo for it, but that feels weird too
15:09:46  <TrueBrain> I dunno ..
15:10:07  <TrueBrain> reddit post maybe? And post that on our website :P
15:10:09  <TrueBrain> lol
15:11:01  <DorpsGek> [OpenTTD/OpenTTD] orudge commented on issue #9062: "File version" is incorrect for Windows OpenTTD executable https://git.io/JOzNv
15:12:14  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9066: Fix: Auto-fill version details in rev.cpp and ottres.rc https://git.io/JOg7k
15:12:28  <Rubidium> glx: since I've been away a bit I'm not quite sure what the consensus is on things like const/&, so before I write "stupid" things on a pull request... shouldn't/can't the "new" static IConsole commands use const std::string &param instead of std::string param?
15:15:47  <_dp_> don't see why it shouldn't use const& if it can
15:16:37  <LordAro> just as long as you don't think too hard about move semantics and std::string_view
15:17:15  <glx> I can try with const&
15:17:51  <DorpsGek> [OpenTTD/OpenTTD] James103 commented on pull request #9067: [WIP] Feature: rework in-game Network GUI https://git.io/JOg5g
15:19:58  <Rubidium> ah, for CmdGet and AliasGet you need to keep it as it was as it modifies the string interally
15:20:27  <glx> yes for Get I can't :) but it should be ok for Register
15:21:09  <glx> now I just need to build with the 3 compilers I have setup in MSVC
15:21:45  <glx> because MS compiler accept stuff gcc and clang don't
15:26:11  <peter1138> Urgh, WWT_TEXT uses the widget colour as textcolour :/
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15:27:38  <glx> IIRC I added a way to force the colour (discarding any colour set in the string)
15:27:59  <peter1138> Most of the time it's set to the window background colour, the colour within the string is used.
15:28:02  <peter1138> Yes.
15:28:24  <peter1138> I've added a TextColour field to allow overriding text colour for any default widget that draws text.
15:28:36  <peter1138> And then I spotted that WWT_TEXT has this case :)
15:31:39  <peter1138> Although I'm actually trying to find a case where it's used.
15:32:23  <glx> maybe for a never merged PR
15:33:26  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #9057: Codechange: Use std::string in console commands/aliases registration, and std::map instead our sorted linked list https://git.io/JOgNq
15:33:51  <peter1138> Seems possible. If it's not used, I'll go for consistency.
15:36:58  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #9066: Fix: Auto-fill version details in rev.cpp and ottres.rc https://git.io/JOgN9
15:37:32  <peter1138> I've got some doxygen to do. Bah.
15:39:28  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #9057: Codechange: Use std::string in console commands/aliases registration, and std::map instead our sorted linked list https://git.io/JOgAB
15:43:49  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #9057: Codechange: Use std::string in console commands/aliases registration, and std::map instead our sorted linked list https://git.io/JOgxY
15:44:58  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #9057: Codechange: Use std::string in console commands/aliases registration, and std::map instead our sorted linked list https://git.io/JOgxB
15:46:09  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #9057: Codechange: Use std::string in console commands/aliases registration, and std::map instead our sorted linked list https://git.io/JOgxP
15:50:41  <glx> peter1138: TC_FORCED should be used in IndustryDirectoryWindow::DrawWidget()
15:51:51  <DorpsGek> [OpenTTD/website] TrueBrain opened pull request #208: Add: monthly dev post for May 2021 https://git.io/JOgpS
15:51:52  <TrueBrain> LordAro: okay, I gave in .. made a start ^^
15:51:54  <TrueBrain> I wrote too much
15:52:06  <TrueBrain> for everyone, feel free to edit/add-your-own-thing
15:52:07  <peter1138> glx, that's custom widget drawing, not a WWT_TEXT widget which is what I'm looking at.
15:52:38  <glx> I think it's the only use for now
15:54:06  <peter1138> widget.cpp:2469 is where widget->colour is 'abused' as a TextColour.
15:54:26  *** Tulitoma1tti is now known as Tulitomaatti
15:55:42  <peter1138> There's no WWT_TEXT with a TextColour, though :-)
16:00:07  <DorpsGek> [OpenTTD/website] TrueBrain updated pull request #208: Add: monthly dev post for May 2021 https://git.io/JOgpS
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16:03:44  <peter1138> Bah at aligning doxygen parameters
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16:51:33  <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #9063: Codechange: Add internal widget alignment property, along with widget part. https://git.io/JOg3z
16:58:49  <peter1138> Whether either of these things are worth it, or go far enough, is another matter. Hmm.
16:59:01  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #8346: Fix #6598: Added company id check for connect console command. https://git.io/JO2LH
17:04:15  <DorpsGek> [OpenTTD/OpenTTD] FLHerne commented on issue #9064: Fatal Application Error https://git.io/JOgPl
17:04:57  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #8346: Fix #6598: Added company id check for connect console command. https://git.io/JO2tM
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17:12:34  <andythenorth> yo
17:15:31  <DorpsGek> [OpenTTD/website] rubidium42 commented on pull request #208: Add: monthly dev post for May 2021 https://git.io/JO2m8
17:16:23  <peter1138> ohno
17:17:11  <DorpsGek> [OpenTTD/OpenTTD] Potato-cat1 commented on issue #9064: Fatal Application Error https://git.io/JOgPl
17:19:14  <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #9057: Codechange: Use std::string in console commands/aliases registration, and std::map instead our sorted linked list https://git.io/JOu1a
17:22:21  <DorpsGek> [OpenTTD/OpenTTD] Potato-cat1 commented on issue #9064: Fatal Application Error https://git.io/JOgPl
17:23:46  <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #9064: Fatal Application Error https://git.io/JOgPl
17:26:03  <DorpsGek> [OpenTTD/OpenTTD] Potato-cat1 commented on issue #9064: Fatal Application Error https://git.io/JOgPl
17:33:33  <DorpsGek> [OpenTTD/website] TrueBrain commented on pull request #208: Add: monthly dev post for May 2021 https://git.io/JO23R
17:34:06  <DorpsGek> [OpenTTD/website] TrueBrain updated pull request #208: Add: monthly dev post for May 2021 https://git.io/JOgpS
17:35:32  <TrueBrain> users are cute :) We really should just add Sentry ...
17:37:19  <DorpsGek> [OpenTTD/website] nielsmh commented on pull request #208: Add: monthly dev post for May 2021 https://git.io/JO2sJ
17:43:50  <Heiki> https://www.hovertravel.co.uk/timetables/ says “1845 - Freight Only”, i.e. freight hovercraft should be leaving soon
17:44:02  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #9064: Fatal Application Error https://git.io/JOgPl
17:44:25  <glx> can't say for the other
17:45:02  <peter1138> Hm.
17:45:25  <peter1138> At the point it gets to Resize() the code assumes it can only be succesful.
17:46:56  <glx> but as the stack trace has same size I would say it's also #8969
17:50:01  <andythenorth> 'freight only' :o
17:50:28  <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JO2Gp
17:50:29  <DorpsGek>   - Update: Translations from eints (by translators)
17:51:47  <peter1138> None of these users seem to be able to follow up on what hardware they have.
17:52:43  <nielsm> is it time to try including it in the crash log?
17:52:53  <nielsm> at least if an ogl driver is loaded
17:52:53  <peter1138> And this Intel/Radeon laptop fails to even start OpenTTD.
17:56:32  <peter1138> What I don't understand is how this is worse than before...
17:57:10  <nielsm> is there any blacklisting of known-bad drivers being done?
17:57:59  <glx> we can "see" hardware in crash.log (but it's just a simple reading of loaded modules)
17:58:48  <nielsm> yeah... but I guess it won't tell if the user has one of those dual-GPU machines that can switch to a higher power one
17:59:10  <Rubidium> I see ig4icd64 in both potato-cat1 and 8969, and ig7icd64 in the jogolyjoo one
17:59:47  <glx> 8967 has both intel and nvidia
18:00:29  <Rubidium> with build date of respectively 2011-12-15, 2015-05-27 and 2012-09-09 which smells really old
18:02:18  <peter1138> Hmm, okay, the AMD driver tool fails to load with the same error. :D
18:02:41  <Rubidium> for both drivers there seem to be releases by Intel in 2021
18:05:05  <Rubidium> things like https://gaming.stackexchange.com/a/213700 and https://bugs.mojang.com/browse/MC-32606 also do not sound encouraging for OpenGL
18:07:29  <nielsm> intel drivers are basically hopeless for OpenGL, and ATI/AMD are often troublesome
18:08:11  <milek7> most problems are with old hardware
18:08:57  <nielsm> implementing a D3D driver for windows would solve it all, pretty much...
18:09:35  <Rubidium> maybe some sort of safe mode option? These are crashing basically upon startup, right? Maybe set something in the configuration file, flush that, continue starting until well beyond the UI has been initialised and then reset that variable. If upon start that setting is in the 'bad' state you might infer not to use the likes of OpenGL?
18:10:42  <nielsm> or just write a file to the config folder with some name, doesn't even have to contain anything
18:11:36  <nielsm> "opengl.init" or whatever, created during first attempt to init an ogl driver, deleted when everything seems to be running
18:12:08  <nielsm> and if the file exists then fail creating ogl driver and disable hw accel in config
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18:17:24  <Rubidium> maybe put the results of glError in the crash log?
18:17:56  <Rubidium> would at least give you a bit more information, of can that be pieced from the dmp?
18:19:48  <peter1138> It doesn't even test glGetError currently.
18:20:32  <Rubidium> well, it first should nullptr check the return of that function
18:21:10  <peter1138> It needs jiggling around to make it do something sensible on error, currently it's deep within and already committed to using OpenGL.
18:21:27  <DorpsGek> [OpenTTD/website] TrueBrain updated pull request #208: Add: monthly dev post for May 2021 https://git.io/JOgpS
18:22:15  <peter1138> And also... for these people for whom it's now crashing, was it falling back to win32 before, or actually working with win32-opengl. I guess finding out will be difficult.
18:23:18  <TrueBrain> for Steam we can always load a second "profile", that on startup people can pick OpenGL or non-OpenGL, for example
18:23:24  <TrueBrain> just doesn't help collecting information or fixing the issue
18:23:56  <TrueBrain> there also used to be a way to set your own launch parameters .. I wonder if that is still the case ..
18:24:32  <peter1138> Yes, you can do that still, but users might find it difficult to get right.
18:24:32  <TrueBrain> Launch Options, still exists
18:24:43  <TrueBrain> so it is an easy question for those that reported crash reports, I guess
18:24:55  <TrueBrain> just to collect info, ofc
18:24:59  <TrueBrain> not as a solution :D
18:26:20  <Rubidium> to me it looks like it crashes the first time it uses something returned from OpenGL that is not coming from the bind, so it probably does not have enough GPU memory to allocate the buffer and then nullptrs are returned
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18:29:56  <Rubidium> too bad... no resolution in the crash log
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18:43:40  <andythenorth> nielsm so...'regional capitals'? :)
18:44:09  <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on pull request #9067: [WIP] Feature: rework in-game Network GUI https://git.io/JO200
18:44:18  <nielsm> andythenorth: maybe... not right now
18:45:16  <shroud> Hello, I'm trying to port OpenTTD to a new operating system (SerenityOS) and I've run into some weird graphics glitches: https://www.youtube.com/watch?v=8GzECfHjVtU - Is this something that maybe happened somewhere before or should I start digging into the SDL library to debug this? :)
18:46:45  <nielsm> shroud: is it the sdl, or sdl2, or sdl2-opengl driver?
18:47:01  <shroud> SDL2, without OpenGL.
18:47:49  <nielsm> I'd put my money on it being an SDL issue, since OTTD internally renders a bitmap of the entire screen (not depending on the output driver), and then has the output driver (here SDL2) put that on screen
18:48:09  <shroud> I see, that does make it sound like an SDL issue.
18:48:13  <nielsm> there is some dirty rectangle going on to avoid copying the entire screen every frame, but
18:48:23  <nielsm> but that should also be rather basic
18:49:14  <nielsm> I think you can make it update the full screen every frame with a small code modification, to test if it has to do with the dirty rectangles
18:49:34  <shroud> Aye, that's a great suggestion. I'll try and see if that "fixes" it.
18:51:47  <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #9061: Clear land tool clears areas that are already cleared (bare land) https://git.io/JOzbJ
18:52:12  <michi_cc> Hmm, the really puzzling thing with the new OpenGL crash is that it is on a code path that was not touched at all for 1.11.1.
18:53:21  <TrueBrain> shroud: not sure what kind of OS SerenityOS emulates, well, it is even an assumption on my side that it does, but I remember SDL having issues with drawing update-rects via the Windows API
18:53:29  <TrueBrain> in the end, I believe, they reverted to just redrawing everything
18:53:45  <TrueBrain> but yeah, this really appears to be because the rectangles are not drawn in the right place
18:54:03  <TrueBrain> can also be because of a timing components, that the buffer and event to redrawn (to the OS) are not in sync
18:54:10  <shroud> It's POSIX, basically. Don't let the Windows theme fool you, that's just my preference. :)
18:54:19  <TrueBrain> :D
18:54:29  <michi_cc> OpenGLBackend::Resize, ClientSizeChanged and AllocateBackingStore were not changed at all. The NULL check was added in ::Start, which is not in the call stack at all.
18:55:00  <TrueBrain> if it helps, I strongly suspect it is this line of code that is processed wrong: https://github.com/OpenTTD/OpenTTD/blob/master/src/video/sdl2_default_v.cpp#L128
18:55:10  <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on pull request #9066: Fix: Auto-fill version details in rev.cpp and ottres.rc https://git.io/JO2zI
18:56:08  <TrueBrain> shroud: SDL_Rect r = { 0, 0, _screen.width, _screen.height };
18:56:13  <TrueBrain> if you use that, it redraws everything
18:57:42  <TrueBrain> or use SDL_UpdateWindowSurface(this->sdl_window);
18:57:49  <TrueBrain> but yeah, as you might notice, not the first time we have seen this :P
18:58:26  <shroud> That's awesome. It does appear to be that exact problem. With that line it works just fine.
18:58:36  <TrueBrain> sadly, it means a bug in SDL
18:58:56  <shroud> No surprise really, this OS is mostly held together by TODO()s. I even had to implement C++ exception and thread support to even get this far. :P
18:59:04  <TrueBrain> :D Lol
18:59:09  <TrueBrain> that is some dedication to get a game running :D
18:59:57  <shroud> Well, tbh I've never actually played OpenTTD. But it seemed like a fun exercise to get this running. :)
19:00:27  <TrueBrain> :D You have no clue how often we have used OpenTTD to learn an OS :P
19:00:36  <TrueBrain> from DOS to PSP to ... :D
19:01:22  <nielsm> port OTTD to your weird system, not doom
19:01:32  <milek7> it is also glitched on Haiku
19:01:34  <shroud> Eh, doom is simple, really.
19:01:48  <shroud> We do have that, too though. :P
19:02:02  <TrueBrain> for OpenTTD someone even added Allegro as backend as he wanted to play OpenTTD on DOS
19:02:06  <nielsm> that's what I mean, doom is kind of boring to port at this point
19:02:07  <TrueBrain> still not sure what was wrong with him ..
19:02:33  <nielsm> well we removed DOS support again a while ago since nobody could make it compile and run properly
19:02:45  <TrueBrain> but he is back now, so I am scared he adds it again :P
19:02:49  <nielsm> (note: I was the only one trying to actually run it, but it was on real hardware)
19:03:01  <shroud> There was so much broken stuff in our dynamic loader. I single-stepped through assembly code for TLS relocation stuff for hours.
19:03:45  <andythenorth> OpenTTD on Apple emojibar?
19:03:48  <andythenorth> Doom is on there
19:07:37  <DorpsGek> [OpenTTD/OpenTTD] Berbe updated pull request #9054: Doc: Dedicated server dependencies https://git.io/JOunr
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19:35:05  <andythenorth> frosch123 could grf access a 'grandparent' related scope? o_O
19:35:13  <andythenorth> or maybe even a great-grandparent? :)
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19:45:02  <glx> no
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19:45:39  <frosch123> andythenorth: https://wiki.openttd.org/en/Development/Design%20Drafts/NewGRF/Secondary%20Related%20Objects
19:45:46  <glx> and parent is not the right term anyway, but hey it's newgrf
19:45:49  <frosch123> probably 10 years old by now :p
19:45:57  <shroud> TrueBrain, thank you again! Turns out drawing those partial updates to the right position was indeed the problem: https://github.com/SerenityOS/SDL/pull/11 :)
19:46:07  <andythenorth> Towns	Nearest city
19:46:09  <andythenorth> that yes
19:46:49  <TrueBrain> shroud: nice :D
19:46:55  * andythenorth had the idea of 'Nearest city' parent being 'map capital'
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19:48:52  <frosch123> why is apple sending the same spam mail everyday? :p
19:49:02  <frosch123> though it looks like someone set up a filter for them
19:49:59  <frosch123> oh, i guess it's the nightly getting signed
19:50:10  <TrueBrain> it is
19:50:12  <frosch123> so stupid :p
19:50:17  <TrueBrain> I am not sure orudge looked into disabling the email
19:50:23  <TrueBrain> as I think he found it easier to make a filter for it :P
19:51:31  <frosch123> andythenorth: https://github.com/OpenTTD/OpenTTD/discussions/9010 <- do you want to cover any of those subjects?
19:51:51  <andythenorth> snap judgement 'no'
19:51:57  <andythenorth> realistically, 'maybe'
19:52:04  <peter1138> Brrr, suddenly come over all cold. Must be getting old.
19:52:04  <andythenorth> I am currently enjoying having no obligations :)
19:52:22  <andythenorth> I am inventing ways to make FIRS communicate with house grfs via registers
19:52:29  <frosch123> did you join tb's "company"?
19:52:49  <andythenorth> that would be "interesting"
19:52:54  <glx> the more I look at #9066, the more I think I chose the wrong solution :)
19:53:47  <TrueBrain> so pick the other!
19:54:03  <TrueBrain> no clue which one that is, but :)
19:55:09  <glx> yeah setting the triplet in project() makes more sense than my version string analysing (especially when fallback values should indeed be the same as tag value)
19:55:48  <andythenorth> future us always learns why past us was wrong
19:57:44  <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #9063: Codechange: Add internal widget alignment property, along with widget part. https://git.io/JOg3z
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19:58:14  <orudge> [20:50:18] <TrueBrain> I am not sure orudge looked into disabling the email <-- I did, it can't be done (or couldn't at the time)
19:58:23  <TrueBrain> orudge: boooooo :D
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19:58:40  <orudge> TrueBrain: https://developer.apple.com/forums/thread/125070
20:00:56  <TrueBrain> so weird
20:01:02  <TrueBrain> like they enjoy sending spam :D
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20:04:45  <DorpsGek> [OpenTTD/website] orudge commented on pull request #208: Add: monthly dev post for May 2021 https://git.io/JO2Ma
20:06:35  <glx> oups of course using project() is wrong, FindVersion can't know the values
20:07:14  <andythenorth> if I want to force 1 instance o a specific industry into every town
20:07:16  <andythenorth> of *
20:07:39  <andythenorth> I could use the probability cb to set probability of all other types to 0?
20:07:43  <andythenorth> until condition is met?
20:09:06  <frosch123> andythenorth: just don't :p default tropic does not have watertowers everywhere either
20:12:42  <andythenorth> I have a specific idea about an industry that communicates town happiness
20:12:58  <andythenorth> it's a hack for 'newgrf cannot control town window and never will be able to'
20:13:28  <andythenorth> but it would also provide a single point of resolution for some industry > town decisions
20:14:35  * andythenorth could test it in a branch, and patch OpenTTD industry target also
20:23:06  <andythenorth> hmm
20:23:21  <andythenorth> what was the reason (reasons?) to not generate a GS from the FIRS compile?
20:23:29  <andythenorth> I think Eddi|zuHause proved it could never work
20:23:32  <andythenorth> I forget why
20:23:40  <andythenorth> something about dependencies?
20:29:09  <nielsm> oh... thought about the steam release.... isn't it possible to add custom/alternate launch commands to a game? meaning it'd be possible to add a launch command that forces the win32 not-opengl video driver
20:30:38  <frosch123> most games have some bootstrap loader. some small binary that then start the real thing
20:30:51  <frosch123> does auto-upgrades, restarts, check status and such
20:34:43  <peter1138> nielsm, yes, it is.
20:35:01  <peter1138> frosch123, mostly because they have their own ways of updating and don't want to just let steam handle it.
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21:14:29  <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #9066: Fix: Auto-fill version details in rev.cpp and ottres.rc https://git.io/JOgyM
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21:17:16  <glx> should be the easiest solution, and modifiying CMakeLists.txt in the release prepare commit should be a simple step (instead of remembering to hunt for all locations)
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21:30:13  <peter1138> Meh, changing how padding works and messing it ALL up :D
21:32:15  <andythenorth> best way
21:32:21  <andythenorth> no half-arsed efforts
21:33:05  <andythenorth> how big shall I make the Integrated Steel Mill Based on Port Talbot industry?
21:33:15  <andythenorth> 32x32 tiles? :P
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21:40:05  <peter1138> Making padding (WD_*) scale seems like a reasonable idea, but...
21:45:13  <andythenorth> oof sleeping time
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21:56:43  <Timberwolf> Is the 'regression' AI supposed to make it into the production builds?
21:57:58  <Timberwolf> (My Steam and regular 1.11.1 both have it, it got selected as a random AI)
21:58:51  <peter1138> Probably not but it does.
22:02:03  <glx> ah yes they were not included in 1.10.3
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22:02:33  <peter1138> I did notice in 1.11.0 but forgot to mention :/
22:02:51  <glx> I guess it's a small missed thing during cmake switch
22:06:28  <glx> indeed just checked #7270, we overlooked some details :)
22:11:45  <peter1138> set(CPACK_SOURCE_IGNORE_FILES "/build/;/extrafiles/;/temp/")
22:11:47  <peter1138> Hmm.
22:12:17  <peter1138> Not sure.
22:13:04  <peter1138> Seems to be people want to exclude when using cpack to make a source release only...
22:13:18  <glx> no that's to create source bundle
22:13:42  <glx> and source bundle needs regression ai for testing
22:14:15  <glx> I know exactly where to look :)
22:35:23  <peter1138> I have no clue so I'll let you :)
22:35:57  <peter1138> Did a tweak to my padding and it now looks roughly the same, which basically means it was all totally pointless.
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23:11:14  <glx> oh I think it's since #8906
23:37:06  <milek7>  /* Old OpenGL or old driver, let's hope for the best. */
23:37:32  <milek7> well, maybe just cancel there instead of trying to use old driver?
23:42:48  <milek7> enforcing >3.2 would throw away all that ancient intel drivers
23:58:05  <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #9068: Fix: Install changes from #8906 includes regression AIs in bundles https://git.io/JOaqS

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