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Log for #openttd on 16th May 2021:
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00:00:20  <tortal> All the fonts are smooth and completely readable now. OpenTDD just got thumbs up from the visually imparied. So many games that don't care about things like this. Including games that cost a lot of money.
00:03:50  <tortal> just made a small donation to this awesome project
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01:37:09  <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on issue #9267: Heap use after free in Squirrel delayed memory deallocation when AI deallocated https://git.io/JsszD
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05:43:58  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #9275: Fix #9267, 47a99bb: [Squirrel] Heap use after free https://git.io/JsWWC
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06:50:54  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #9274: Fix f6d5c01: Delay deletion for self closing windows https://git.io/JsWaO
06:53:23  <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #9275: Fix #9267, 47a99bb: [Squirrel] Heap use after free https://git.io/JsWa2
06:57:59  <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #9273: Codechange: [Network] Use std::string for admin name and version https://git.io/JsWV4
06:58:36  <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #9272: Codechange: [Network] Use std::string for client and company name https://git.io/JsWVz
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07:42:59  <andythenorth> yo
07:55:25  <DorpsGek> [OpenTTD/OpenTTD] AyushRaj8271 commented on issue #8853: There are 17 places where "IConsoleError" can be used instead of "IConsolePrintF". https://git.io/JqCmA
07:55:59  <DorpsGek> [OpenTTD/OpenTTD] AyushRaj8271 commented on issue #8853: There are 17 places where "IConsoleError" can be used instead of "IConsolePrintF". https://git.io/JqCmA
08:07:36  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #9275: Fix #9267, 47a99bb: [Squirrel] Heap use after free https://git.io/JsWSo
08:07:43  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 closed issue #9267: Heap use after free in Squirrel delayed memory deallocation when AI deallocated https://git.io/JsszD
08:07:46  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #9275: Fix #9267, 47a99bb: [Squirrel] Heap use after free https://git.io/JsWWC
08:07:55  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #9272: Codechange: [Network] Use std::string for client and company name https://git.io/JsccX
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08:23:44  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #9276: Codechange: [Network] Use C++ string functions to generate company password hash https://git.io/JsWQ9
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08:27:38  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #9273: Codechange: [Network] Use std::string for admin name and version https://git.io/JsW53
08:28:31  <andythenorth> reversing articulated vehicles when?
08:28:36  <andythenorth> (in depot)
08:28:45  <peter1138> no why
08:28:56  <andythenorth> I use ctrl-click to toggle the livery
08:29:03  <andythenorth> "obvs"
08:29:06  <peter1138> bad
08:29:09  <andythenorth> isn't it
08:29:17  <peter1138> use livery refit isn't it
08:29:34  <andythenorth> lol yes
08:29:36  <andythenorth> livery callback
08:29:42  <andythenorth> with date sensitive
08:30:00  <andythenorth> boolean AND some variables
08:31:21  <peter1138> and 2-way wol
08:32:54  <andythenorth> maybe XML will make grf compiling faster
08:33:44  <peter1138> Also you need to use the mac version of nml
08:34:22  <andythenorth> is that on Steam?
08:39:36  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #9274: Fix f6d5c01: Delay deletion for self closing windows https://git.io/JsWdp
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08:46:39  <peter1138> Hmm, apparently I have a copy of MagicaVoxel installed from 2014.
08:49:41  <peter1138> Well, not installed, it's in Documents. Odd.
08:50:31  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #9273: Codechange: [Network] Use std::string for admin name and version https://git.io/JsWbu
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09:37:44  <andythenorth> so an industry in every town then
09:37:54  <andythenorth> how do I do that?  Manually construct them?
09:38:16  * andythenorth plays Warcraft 1, that aids thinking
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10:09:00  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #9273: Codechange: [Network] Use std::string for admin name and version https://git.io/Jscc1
10:10:30  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #9276: Codechange: [Network] Use C++ string functions to generate company password hash https://git.io/JsWQ9
10:11:45  * Rubidium wonders how to solve the "Error: fatal: unable to access 'https://github.com/OpenTTD/OpenTTD/': The requested URL returned error: 500" compilation failures
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10:29:21  <_dp_> there definitely needs to be some way for server to tell different client builds apart
10:29:41  <_dp_> I was lucky player was talking, otherwise I could've spent hours debugging an android-only desync
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10:33:47  <peter1138> Starting in 1850 with Timberwolf trains. No wagons for everything :/
10:34:51  <Rubidium> _dp_: I fear that's only going to lead to useless things, like with the "user agent" of web browsers
10:35:35  <Rubidium> e.g. the android port saying it's Windows so your server won't reject it
10:36:27  <_dp_> I don't see any reason to reject it
10:36:37  <_dp_> and there aren't many other servers that can reject it anyway
10:36:48  <Rubidium> Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/90.0.4430.212 Safari/537.36
10:38:58  <Rubidium> _dp_: you don't see any reason yet. But what if half the clients are coming from Android and therefor half the clients start desyncing?
10:40:09  <_dp_> so what? their desyncs are their problem, not mine
10:40:33  <_dp_> unless it get to the scale of ddos xD
10:40:51  <_dp_> if anything I see someone banning cmclient because it's "cheating" xD
10:45:09  <Timberwolf> peter1138: ooh, is there a missing cargo wagon?
10:46:45  <DorpsGek> [OpenTTD/team] akaregi opened issue #217: [ja_JP] Translator access request https://git.io/Jsl3Q
10:46:58  <peter1138> No, it's an interaction with an industry set, I think.
10:50:19  <peter1138> 2TallTyler's Improved Town Industries 'breaks' it. Hmm.
10:50:28  <peter1138> If only we had cargo classes 'n stuff.
10:50:42  <peter1138> Or universal labels.
10:51:34  <peter1138> lol
10:51:45  <peter1138> Okay, that NewGRF is broken by itself.
10:51:53  <peter1138> Farms produce... Chemicals.
10:54:12  <peter1138> Okay, maybe by design. Not as vanilla as it says.
10:57:18  <Timberwolf> Interestingly, refittability is based on classes.
10:57:24  * Timberwolf downloads ITI
10:57:55  <peter1138> It removes livestock & grain, I hadn't read it :p
10:58:09  <peter1138> I think the farm is meant to produce food, but it doesn't.
11:00:04  <Timberwolf> I guess a cow is just a collection of chemicals.
11:01:02  <Timberwolf> Interesting. I just download it, and for me the farm requires chemicals and produces food.
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11:19:03  <peter1138> I may have been misreading it.
11:19:09  <peter1138> Due to messed up gui. Hmm.
11:19:54  <peter1138> This happens when I'm staring at pixel dimensions too long and don't actually read the words.
11:23:09  <TrueBrain> LordAro: the story continues: https://github.com/audacity/audacity/discussions/889
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12:44:14  <Timberwolf> I was missing some of the nuclear cargo types from ITI, so it was useful taking a look.
12:44:56  <Timberwolf> ECS Vectors support when? ;)
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13:04:17  <frosch123> where can we add a banner to the wiki? "this is a wiki, that means you can edit it"
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13:17:23  <supermop_Home> hi
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13:55:24  <DorpsGek> [OpenTTD/OpenTTD] Joshua260403 opened issue #9277: Bug Report https://git.io/JslSd
14:01:43  <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #9277: Font sizes are unreasonably small or large with no in between https://git.io/JslSd
14:13:02  <andythenorth> game is game?
14:17:12  <peter1138> What game?
14:20:38  <andythenorth> yes
14:29:50  <V453000> I iz on irc :D
14:30:52  <frosch123> fake
14:30:54  <andythenorth> you iz
14:31:01  <V453000> Could this be reverted, pretty please? I don't know if there is any other usage, but for NUTS this is strictly worse. NUTS has its vehicles balanced for their native railtype, so for example maglev vehicles keep their curve bonuses on unviersal tracks. Makes the vehicle consistently behave across all of them.
14:31:15  <V453000> https://github.com/OpenTTD/OpenTTD/commit/0f91cb04791b329c5e457588a39d1e7a43e43136
14:31:36  <andythenorth> I broke NUTS
14:32:07  <V453000> it's not completely broken, it's just quite strange to see the train behave differently on the different track
14:32:31  <V453000> basically people love colored rails, and this kind of prevents them from using it
14:33:03  <andythenorth> where is the spec
14:33:08  <andythenorth> might need rewriting a bit
14:33:09  <V453000> Alternative fix could be if there could be some special railtype flag that it's universal, and vehicles should just behave like on their native track
14:33:42  <andythenorth> Spec would need rewording https://newgrf-specs.tt-wiki.net/wiki/Action0/Railtypes#Curve_Speed_advantage_multiplier_.2811.29
14:33:43  <V453000> Because logically I could see that someone in the future might want to make a railtype progression where better tracks allow for higher speeds
14:34:20  <andythenorth> instead of "This property sets the multiplier to the curve speed advantage which all trains running on this track type get.
14:34:37  <V453000> yeah
14:34:38  <andythenorth> more like "This property sets the multiplier to the curve speed advantage which trains that have this as their default railtype get.
14:34:51  <andythenorth> more like "This property sets the multiplier to the curve speed advantage which trains that have this as their default railtype get on any track
14:35:01  <V453000> did the wording change btw? because that's how it always was? :P
14:35:33  <andythenorth> no, I fixed the game to match what the wording said
14:35:47  <andythenorth> I spent about half a day wondering why it didn't work, rebuilding my grf
14:35:54  <andythenorth> then I read openttd srv
14:35:56  <andythenorth> src *
14:36:09  <V453000> I see :)
14:36:29  <andythenorth> I don't know how to word it really to explain that this is a train property, but being set in the railtype
14:36:45  <peter1138> train properties should be set on trains
14:36:46  <andythenorth> maybe someone else can :P
14:37:05  <peter1138> There is, of course, the disconnect for powered railtypes
14:37:20  <andythenorth> is NUTS no longer updateable?
14:37:22  * andythenorth wonders
14:37:27  <V453000> it is updateable
14:37:38  <V453000> I'd just need a way to address this
14:37:38  * andythenorth wonders if tilt speed should be a callback
14:37:43  <andythenorth> tilt bonus *
14:37:45  <peter1138> Like a pendolino could have a curve bonus regardless of railtypes? dunno
14:37:54  <V453000> currently I think I can only define new railtypes that would be monorail and maglev exclusive
14:37:58  <peter1138> or was it an APT?
14:38:30  <andythenorth> yes
14:38:32  <andythenorth> those
14:39:13  <peter1138> AI is not having much luck with Timberwolf Trains
14:39:17  <V453000> The change alone kinds of makes sense, but it would just be really, really nice if we could keep the original behavior behind some flag. For universal tracks, basically.
14:39:25  <peter1138> 15hp, 6kN, 71t
14:40:47  <andythenorth> V453000 unless frosch123 can suggest you a new train prop / cb, might as well revert
14:41:00  <andythenorth> I haven't used the property yet since I fixed it
14:41:17  <V453000> I would really appreciate that
14:41:50  <V453000> the balance of nuts is one of the dearest things to me
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14:46:36  <andythenorth> seems I broke savegames https://media.discordapp.net/attachments/477434889508093952/843499535887892490/unknown.png
14:46:39  <andythenorth> le oof
14:46:47  <andythenorth> never change anything :D
14:51:57  <peter1138> Smoke seems very odd for slow engines.
15:06:38  <FLHerne> That's sort of true for real life though
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15:29:39  <peter1138> Hmm, wonder why my upstairs mains tripped at ~ 10am.
15:31:03  <peter1138> Oh well, at least the server is running the correct kernel now.
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15:52:14  <andythenorth_> leaking shower?
15:52:19  <andythenorth_> usual cause in my house :P
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16:03:42  <MalaGaM> Hello everybody, I use the openttd 1.11.2 and I have the window which remains pinned by default. I can't figure out how to turn this off. This causes me to have to do CTRL + DEL to close all windows. And it's annoying if I just want to keep windows that I want to preserve. I have to pin the others. I can not find in the options so that it pins more by default. Anyone have an idea?
16:09:19  <FLHerne> MalaGaM: What windows are pinned by default?
16:09:27  <FLHerne> I don't know of any such option
16:09:59  <FLHerne> oh, found it
16:10:37  <FLHerne> MalaGaM: If you ctrl-click on the "pin" button, it makes that window pinned by default
16:11:00  <FLHerne> ctrl-click again to undo that
16:20:16  <MalaGaM> Oh a thousand thanks, I just tried on a window that seems to work. I have been looking for 6 months, I hadn't thought of trying this
16:20:49  <MalaGaM> It's something undocumented I think
16:26:11  <andythenorth_> that is quite cool
16:26:19  <Rubidium> it's in the tooltip
16:28:06  <V453000> wew that's really nice
16:28:11  <V453000> I didn't know that, iz new? :)
16:29:22  <FLHerne> I didn't know about that either
16:30:03  <Rubidium> depends on what's considered "new"
16:31:15  <V453000> a couple years? :D
16:32:20  <frosch123> it was added together with the default window size button
16:32:24  <Rubidium> sticky is since 1.4.0
16:32:27  <V453000> :D
16:32:33  <V453000> sounds about right :D
16:32:48  <Rubidium> or rather, the saving of sticky state... sticky itself has been there way longer
16:32:59  <V453000> BTW the Rename/Locate things are nice, but I still keep searching for them in their old spots :) old habits die hard
16:35:25  <peter1138> You'll wonder why all your vehicles are in depots.
16:35:40  <V453000> haha
16:35:56  <V453000> Luckily so far I see before I click XD
16:37:54  <andythenorth_> space in the train window though now
16:37:59  <andythenorth_> for the livery refit button :P
16:38:02  <andythenorth_> oof
16:38:04  <V453000> :D
16:38:38  <V453000> I'm assuming this is the place to go to grab NML now? https://github.com/OpenTTD/nml
16:39:14  <frosch123> https://github.com/OpenTTD/nml/releases <- almost
16:39:29  <frosch123> btw. yeti doesn't compile anymore
16:39:31  <V453000> yeah, got there
16:39:33  <frosch123> didn't bother looking into it
16:39:39  <V453000> yeti hasn't been able to compile for years
16:39:42  <andythenorth_> nml needs a release eh
16:39:46  <andythenorth_> all the features :)
16:39:47  <V453000> there's something in the production thingy that broke
16:39:59  <V453000> I tried to understand it, but I basically gave up on it
16:40:18  <V453000> also, in order to make it worth making a new YETI release, I'd need new industry graphics, which someone didn't do
16:40:29  <V453000> so I wasn't too bothered with updating it to new nml
16:41:06  <glx> but released nml miss some nice features
16:41:35  <frosch123> andythenorth_: the plan is to get tb hooked on newgrf, then get him into newgrf development, get him into developing nml, and then finally someone can review  #173 :p
16:41:41  <andythenorth_> it's a plan
16:41:49  <andythenorth_> it may have some risks
16:42:21  <andythenorth_> 173 is what I want to test
16:42:32  <andythenorth_> but I want to put a 'town hall' industry into every town
16:42:42  <andythenorth_> to report FIRS things to the player
16:42:59  * andythenorth_ may have played a lot of Warcraft 1 this year, with town halls
16:43:18  <andythenorth_> goes it andythenorth_ learns GS? :(
16:45:26  <V453000> I'm surprised I just checked out BRIX repository, and the building "just worked" :D that's surprising, knowing myself
16:45:52  <frosch123> it's surprising that devzone worked :p
16:46:11  <V453000> is on github
16:46:12  <frosch123> i think devzone misses the last 4 version of nuts
16:46:27  <frosch123> isn't brix huge?
16:46:28  <V453000> yes I moved all of my sources there some time ago
16:46:40  <V453000> 8462 sprites
16:46:44  <V453000> define huge
16:47:07  <andythenorth_> BIGGER THAN A WHALE
16:47:21  <frosch123> yeti and zbase exceed the github size limit for free plans :p
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16:48:27  <V453000> jeez
16:48:43  <V453000> it's a good thing I'm being lazy with brix then XD
16:49:03  <V453000> zbase includes the blend files doesn't it
16:49:15  <V453000> and yeti just has heaps of shit on top of heaps of shit, I forgot what's all there even
16:50:00  <frosch123> yes, looks like zbase has .blend files
16:51:06  <frosch123> github limit is 1GB or something, zbase is 1.4 GB, yeti is 8.1 GB :p
16:51:23  <frosch123> no, 5.4 GB only
16:52:01  <frosch123> V453000: why is you avatar a fish and no slug?
16:52:04  <frosch123> looks fake
16:53:12  <glx> ah I'm looking at logs and ctrl-click for sticky dates from 2013
16:56:13  <V453000> it's a very real fish :)
16:57:44  <V453000> when I was reworking the item icons for factorio, I was WTF should a factorio fish look like. Coincidentally, my daughter has n1 top most favourite toy - a fish. It's a replica of Okoun Říční. Now also factorio fish. :) It's a 3D model with a photo mapped to it, possibly copyright infringement, not sure.
16:59:11  <frosch123> if it's a photo of your dauther's fish, you are only infringing the personallity rights of the fish
16:59:28  <frosch123> oh wait, it was no real fish :o
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17:00:13  <V453000> yeah, it's a replica produced by somebody :)
17:00:38  <V453000> but eh. They could probably get a lot of sales if factorio people would get a link to this fish XD
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17:26:13  <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #9274: Fix f6d5c01: Delay deletion for self closing windows https://git.io/JsCsA
17:26:38  <DorpsGek> [OpenTTD/OpenTTD] J0anJosep updated pull request #8480: Feature: Multitile depots https://git.io/JL5Hh
17:26:58  <glx> I'll need to merge the 3 first commits together
17:32:14  <glx> oups regression crashes
17:34:05  <frosch123> who calls ResetObjectToPlace now when closing the picker windows?
17:35:44  <glx> Close() does it I hink
17:35:59  <glx> but maybe it's too selective
17:39:22  <frosch123> i don't see it
17:40:04  <frosch123> i mean only closing picker windows cancels the tool. closing other windows doesn't
17:41:16  <glx> in Close() the call is protected by some _thd checks, maybe it's the issue
17:41:30  <LordAro> _safe_delete is real dirty
17:41:39  <LordAro> but i can't think how else to do it
17:42:37  <frosch123> it's on the same level as cleaning_pool :)
17:43:06  <frosch123> oh, no, it does more
17:43:21  <LordAro> well, quite
17:49:09  <glx> weird part on CI is only win32 fails with an assert, win64 pass (well all other targets crashed too)
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17:54:20  <frosch123> it's triggered via UnshowCriticalError
17:54:37  <glx> oh a missed delete ?
17:54:57  <frosch123> it's called from UnInitWindowSystem, one line before you set _safe_delete = true
17:55:41  <frosch123> can window destructor and operate delete become protected now? or does that not compile?
17:55:50  <glx> I'm starting a WSL debug, but it's dinner time
17:56:33  <frosch123> https://dpaste.org/reoz <- if you need the backtrace
17:56:45  <frosch123> no idea why it doesn't happen on win64 :)
18:12:59  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #9268: [MinGW] Fix MinGW32 build failure and almost all MinGW32/MinGW64 warnings https://git.io/Js8od
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18:41:09  <LordAro> protected/private delete might be a good solution, if that actually works
18:42:32  <Rubidium> should be private, as all other windows have protected access and for those we want to prevent delete. Just need to make some functions static to Window so they can access that, but that should not be a big problem
18:44:18  <frosch123> private delete is not that easy
18:44:40  <frosch123> i tried it the other day: gcc and clang tie the visibility of virtual destructors and operator delete to each other
18:45:51  <frosch123> https://stackoverflow.com/questions/31686508/why-is-delete-operator-required-for-virtual-destructors <- i encoutnered that the other day
18:46:34  <frosch123> i tried to define "PoolItem::operator delete(void*) = deleted;"
18:46:50  <frosch123> but that failed to compile because virtual destructor references it
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18:48:31  <andythenorth> what about an engine flag that toggles the old curve railtype behaviour 😝
18:48:36  <andythenorth> fragmentation is good right?
18:49:18  <frosch123> sorry, but the intention of tracktypes is to allow defining unique railtpyes with indivdual advantages
18:49:26  <frosch123> a universal railtype i just the opposite :)
18:50:00  <frosch123> what about adding a railtype flag that makes engine ignore their max speed, capacity and running cost?
18:50:16  <andythenorth> logic train
18:50:24  <andythenorth> it's the logic things I've broken that I'm worried about
18:50:41  <andythenorth> there are some big savegames of complicated stuff
18:50:44  <V453000> it's every network with the monorail/maglev vehicles likely, too
18:51:03  <V453000> they don't 0/1 break, but the trains will slow down so much that it will basically be ruined
18:51:21  * andythenorth doesn't have the guts for core commits, it's too much like my day job
18:51:27  <andythenorth> going to avoid them
18:51:37  <V453000> btw I just noticed I even got a bug report about this 7 months ago xd https://dev.openttdcoop.org/issues/8992 the worst part is, people are super confused why it's broken
18:51:52  <Rubidium> frosch123: with ignore max speed you mean the trains just materialize at their destination station immediantely? Would make the game a lot cheaper computationally; you just need to check for a free platform and *poof*
18:52:24  <frosch123> more like a conveyor belt :p
18:52:37  <frosch123> the track tansports the vehicles, the vehicle engines don't matter
18:52:48  <andythenorth> all the best ideas are silly ones
18:52:58  <V453000> wait never mind, that bug report is about something else
18:53:12  <andythenorth> the commit to revert is https://github.com/OpenTTD/OpenTTD/commit/0f91cb04791b329c5e457588a39d1e7a43e43136
18:53:49  <andythenorth> I shouldn't touch things I don't understand
18:54:43  <andythenorth> we normally triangulate openttd <-> TTDP <-> newgrf spec?
18:54:48  <andythenorth> what does TTDP do in this case?
18:56:23  <frosch123> andythenorth: the commit is fine. the intention of tracktypes is to allow tracktypes with specific features
18:56:39  <frosch123> adding a setting "ignore all railtypes, i only want eye-candy" is a very different thing
18:59:37  <andythenorth> what does the tilt flag do?
18:59:45  * andythenorth wonders if it can be made a cb result
19:02:59  <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened pull request #9278: Fix #9264: Do not attach temporary wagons to free wagon chains when autoreplacing https://git.io/Js8Ph
19:06:15  <peter1138> No thanks.
19:07:52  <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/Js8X4
19:07:53  <DorpsGek>   - Update: Translations from eints (by translators)
19:10:15  <peter1138> What's a nice TTF for OpenTTD these days?
19:12:53  <Heiki> small_font = DejaVu Sans, Condensed Bold
19:12:56  <Heiki> medium_font = DejaVu Sans, Condensed Bold
19:13:04  <Heiki> not the most beautiful, but legible at small sizes
19:14:32  <andythenorth> https://fontsfree.net/silkscreen-font-download.html
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19:14:37  <andythenorth> designed for 8px
19:14:38  <andythenorth> :P
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19:43:28  <DorpsGek> [OpenTTD/OpenTTD] J0anJosep updated pull request #8480: Feature: Multitile depots https://git.io/JL5Hh
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19:55:09  <DorpsGek> [OpenTTD/OpenTTD] J0anJosep commented on pull request #8480: Feature: Multitile depots https://git.io/Js89N
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20:35:33  <DorpsGek> [OpenTTD/OpenTTD] orudge commented on pull request #9268: [MinGW] Fix MinGW32 build failure and almost all MinGW32/MinGW64 warnings https://git.io/Js852
20:39:51  <DorpsGek> [OpenTTD/OpenTTD] orudge commented on pull request #9268: [MinGW] Fix MinGW32 build failure and almost all MinGW32/MinGW64 warnings https://git.io/Js8da
20:42:22  <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #9274: Fix f6d5c01: Delay deletion for self closing windows https://git.io/JsCsA
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20:59:28  <DorpsGek> [OpenTTD/OpenTTD] Old-Player opened issue #9279: Crash Report https://git.io/Js8AR
21:00:03  <DorpsGek> [OpenTTD/OpenTTD] Old-Player closed issue #9279: Crash Report https://git.io/Js8AR
21:00:13  <glx> ok
21:06:15  <FLHerne> gamelog has a ton of newgrf changes, including adding and removing at least two different snowline mods
21:06:35  <FLHerne> so might be a "well don't do that then"
21:06:52  <glx> and stacktrace is useless as always with MacOS
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21:24:29  <nielsm> idea: make a bot that analyses savegames attached to tickets and puts the gamelog in a comment
21:24:53  <glx> gamelog is in the crash log
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21:41:53  <nielsm> (not all bug reports are crash bugs)
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