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00:41:26 *** tokai|noir has joined #openttd 00:41:26 *** ChanServ sets mode: +v tokai|noir 00:48:19 *** tokai has quit IRC 00:58:27 *** tokai has joined #openttd 00:58:27 *** ChanServ sets mode: +v tokai 01:05:19 *** tokai|noir has quit IRC 01:21:53 *** Wormnest_ has joined #openttd 01:49:10 *** Wormnest has quit IRC 01:51:29 *** tokai|noir has joined #openttd 01:51:29 *** ChanServ sets mode: +v tokai|noir 01:58:18 *** tokai has quit IRC 02:49:10 *** glx has quit IRC 04:02:23 *** outtatime has joined #openttd 04:08:40 *** bro has quit IRC 04:13:04 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #9371: Assorted C-string -> std::string conversions in network https://git.io/JZxHY 04:27:47 *** nielsm has joined #openttd 04:46:10 *** Flygon has joined #openttd 05:05:23 *** roadt_ has joined #openttd 05:12:16 *** roadt__ has quit IRC 05:41:03 *** snail_UES_ has quit IRC 05:47:36 *** tokai has joined #openttd 05:47:36 *** ChanServ sets mode: +v tokai 05:54:11 *** tokai|noir has quit IRC 05:57:41 *** nielsm has quit IRC 06:16:28 *** sla_ro|master has joined #openttd 06:23:17 *** TinoDidriksen has quit IRC 06:25:28 *** TinoDidriksen has joined #openttd 06:25:59 *** TinoDidriksen is now known as Guest2205 06:26:12 *** Guest2205 is now known as TinoDidriksen 06:46:00 *** andythenorth has joined #openttd 06:46:42 <andythenorth> owh someone made a guide which is 80% what I need https://brianmorrison.me/blog/automate-deployments-to-aws-with-github-actions/ 06:46:48 <andythenorth> where's the fun? :P 06:47:12 <andythenorth> if I swap out the npm for pip, and get it to run my makefile... 06:47:18 <andythenorth> oh and some crap about versioning 06:47:28 <andythenorth> and not over-writing previous versions 06:47:32 <andythenorth> meh 06:50:23 <andythenorth> the distributed size of the site is currently around 500MB, and will grow with every grf release 06:50:35 <andythenorth> I don't want to be re-publishing 500MB on every tag? 06:58:14 <andythenorth> oo https://github.com/marketplace/actions/s3-sync 07:01:50 <andythenorth> I like that in the modern world, I give access to my S3 bucket to a GHA plug in made by unknown 3rd parties with possibly no accountability 07:02:20 <andythenorth> 'like' 07:26:59 *** HerzogDeXtEr has joined #openttd 07:37:07 <TrueBrain> I see you are having fun :P 07:50:09 <Xaroth> andythenorth: form that page: `In the next view, select Attach existing policies directly and check AdministratorAccess. Note that this will give the account access to EVERYTHING in our AWS account.` 07:50:36 <TrueBrain> lolz, really? Well .. that is a good way to introduce people to GitHub Actions with AWS :D 07:50:43 <Xaroth> They should have renamed that blog post "How to create a giant security hole in your AWS environment in one easy step" 07:51:02 <TrueBrain> and adding roles is really not difficult .. 07:51:15 <andythenorth> I will not be copy-pasting those instructions 07:51:29 * andythenorth must save up this fun for the weekend 07:51:46 <TrueBrain> andythenorth is a smart cookie 07:52:05 <Xaroth> I dread to guess how many people _do_ blindly copy those instructions 07:54:44 <LordAro> https://www.devever.net/~hl/freenode_suicide 07:54:47 <LordAro> freenode real dead now 07:57:27 <reldred> Lel, I noticed I got banned from Freenode for the heinous crime of... *checks notes* using IRCCLoud? 08:00:26 <TrueBrain> LordAro: how nice of them they helped out with that 08:00:49 <TrueBrain> reldred: how DARE you! They have their own (FREE!) services! It is an FOSS community, you should be using THEIR service 08:00:57 <TrueBrain> wait .. something went wrong in that sentence .. not sure where ........ 08:02:12 <reldred> ¯\_(ツ)_/¯ 08:02:42 <TrueBrain> I cannot imagine I would ever do a "migration" like this 08:02:53 <TrueBrain> but it is a nice way for us to get real stats about how many people still use freenode :P 08:03:52 <SpComb> it seems so delusional 08:04:08 <TrueBrain> I wonder what is going on in his head 08:04:19 <TrueBrain> "everyone will be fine with this, they love me, and they will just come with me" ? 08:06:14 <reldred> The sort of people who like to smoke out of hollowed out lightbulbs I'm guessing. 08:07:01 <TrueBrain> well, guess we will find out how many people "migrate" with him :P 08:12:54 <andythenorth> crack is bad for you 08:13:00 <andythenorth> quite moreish though 08:13:15 <peter1138> Like Pringles. 08:13:25 <andythenorth> about the same yes 08:13:32 <TrueBrain> lolz 08:22:32 <TrueBrain> @calc 3146381 - 3145956 08:22:33 <DorpsGek> TrueBrain: 425 08:22:40 <TrueBrain> @calc 3146352 - 3145983 08:22:41 <DorpsGek> TrueBrain: 369 08:23:04 <TrueBrain> @calc 3146381 - 3145983 08:23:05 <DorpsGek> TrueBrain: 398 08:23:10 <TrueBrain> @calc 3146352 - 3145956 08:23:10 <DorpsGek> TrueBrain: 396 08:23:13 <TrueBrain> right ... 08:23:28 <TrueBrain> for some reason the savegame doesn't pick up that I read 2 bytes too few from a chunk, and I do not know why :P 08:24:24 *** andythenorth has quit IRC 08:26:59 <peter1138> I'm sure your DHCP settings would've told you that. 08:27:06 <TrueBrain> I know right :( 08:27:11 <TrueBrain> that joke really never gets old :D 08:28:55 <peter1138> How badly is joining Samba to a Windows DC going to go? 08:33:09 <SpComb> there's documenys from a 2016-2017 lawsuit going around now with the new freenode owner as the defendant, and it certainly paints a pretty poor sense of judgement. Hookers and crack quite literally, no mention of blackjack though 08:33:36 <TrueBrain> ah, lol .. we have a string in the settings-chunk ... and that is gladly accepting any misreads from before in that chunk 08:33:38 <TrueBrain> that is a bit evil :D 08:35:23 <TrueBrain> there is a length-byte and everything 08:36:35 <TrueBrain> so I read 2 bytes too few, so the length-byte is read 2 positions early .. and it seems it contains a value of the string length + 2 08:36:41 <TrueBrain> so by pure luck, it loads in fine 08:47:33 <peter1138> Seems bad. 08:47:43 <TrueBrain> no clue what we can do about it, sadly 08:48:32 <peter1138> So it's a problem with the current savegame design? 08:49:31 <TrueBrain> basically .. and not sure there is a design that would prevent it 08:49:47 <TrueBrain> if the bytes roll in your favour .. 08:50:07 <peter1138> How does it "just work" right now then? 08:50:47 <TrueBrain> not sure I follow the question, but this only happens when the data is bad, unexpected 08:50:51 <TrueBrain> so a developer that has been zzzzzing 08:51:38 <TrueBrain> in this case, master writes 2 extra bytes, and my PR wasn't updated for it 08:51:58 <TrueBrain> and by luck the fields aligned that no integrity issue was detected 08:52:35 <TrueBrain> well, after my PR the system should be a lot more resilient here, so I guess that counts for something 08:52:40 <peter1138> Oh right so it's specifically because you missed a savegame update? 08:53:11 <peter1138> Could always add CRCs... 08:53:27 <TrueBrain> well, a CRC wouldn't pick it up either, not a normal data-CRC anyway 08:53:29 <peter1138> Maybe not, the raw bytes would be the same.. 08:53:36 <TrueBrain> it is a fun little problem 08:53:41 <TrueBrain> that can also happen by bitflips 08:53:58 <TrueBrain> but yeah, this was 100% my issue 08:54:04 <TrueBrain> I was just surprised it didn't refuse the savegame 08:54:14 <peter1138> If the new format solves the problem going forward, I don't think it's problem. 08:54:23 <peter1138> Er, phrase that to make sense :) 08:54:26 <TrueBrain> :D 08:54:59 <Rubidium> you can't really fix those cases, as there's always a chance one thing can be validly be interpreted by another thing 08:55:10 <peter1138> With the new format, you can't miss a field any more, I guess. You'd have a field you don't know what to do with. 08:55:19 <TrueBrain> peter1138: yeah, exactly 08:55:28 <TrueBrain> so all savegames after this are somewhat protected against it 08:55:32 <TrueBrain> and indeed Rubidium 08:55:36 <TrueBrain> bits have no meaning till given one 08:55:44 <peter1138> Okay, 08:55:49 <TrueBrain> just took a while to figure out if it wasn't a bug in my code :D 08:55:49 <peter1138> You are worrying about a non-issue I think :)( 08:56:01 <peter1138> Yeah, would've been nice for it to have been caught, but... 08:56:05 <TrueBrain> yeah, sorry, could have been a bit more clear, but I mostly wanted to validate it wasn't a bug :P 08:56:16 <peter1138> Alright, how much will having a corner desk annoy me? 08:56:19 <TrueBrain> but exactly on the one string we have ..... 08:56:33 <TrueBrain> anyway, you are right peter1138 , non-issue :) 08:59:27 <TrueBrain> right, now for the fun part of this PR ... making the "this field is not here, skip it" part 08:59:33 <TrueBrain> as that "field" can be a struct 08:59:37 <TrueBrain> and in that struct can be ... another struct 09:02:46 <peter1138> Maybe I should look into kubernetes. 09:03:00 <TrueBrain> because you have a corner desk?! :P 09:03:11 <peter1138> Nah, thinking about work again. 09:03:19 <peter1138> Although I guess the desk is work too, as I work at it? Hmnm. 09:03:45 <TrueBrain> kubernetes is like regex 09:03:46 <peter1138> I used to have 3 monitors but they were 22" 16:10. I can't have 3 modern 16:9 monitors unless I have something really small. 09:03:47 <LordAro> do you have a corner to put it into? 09:03:48 <TrueBrain> if you use it to solve a problem 09:03:51 <TrueBrain> you just gained a few more 09:03:57 <peter1138> OR! I can switch to a corner desk which would give me wider space... 09:04:24 <TrueBrain> LordAro: you expect he is working in a circular room? 09:04:33 <peter1138> LordAro, yes, but I also have rudder pedals/yoke, or driving pedals/steering wheel, which can be a pain if the mounting isn't right. 09:04:47 <LordAro> might not necessarily be up a ggainst a wall 09:04:56 <LordAro> against* 09:05:39 <peter1138> Okay, it's been 1 hour 5 minutes into my morning meeting, and my line manager hasn't turned up. I think it's okay to sack that one off.. 09:05:47 <TrueBrain> oof 09:05:52 <LordAro> lol 09:05:59 <peter1138> (Teams video call, so no real hardship) 09:34:56 * peter1138 considers going back to the window-decorations-are-text system... 09:35:20 <TrueBrain> what do you consider decorations? :D 09:40:00 <peter1138> Standard window icons. 09:40:21 <TrueBrain> fontawesome! 09:40:43 <TrueBrain> honestly, I would expected them to already be considered text, in terms of scaling etc :P 09:41:26 <peter1138> It was originally a mix, I standardized it. Possibly the wrong way... 09:41:36 <peter1138> (This was well over a decade ago) 09:42:02 <TrueBrain> past-us biting us in the buttttttt :P 09:42:43 <peter1138> But yes, something like fontawesome (perhaps custom) is where I was thinking. 09:42:59 <TrueBrain> sounds nice :D 09:44:22 <peter1138> I already drew some vectors of the transport-type icons for stations, though the sizing might be out of whack. They are actually text anyway though. 09:44:53 <peter1138> That's the other thing. Switching fonts mid-flow might be interesting. 09:45:23 <TrueBrain> the whole font system could use a ... fresh-up 09:45:26 <TrueBrain> but ... euh .... 09:45:27 <TrueBrain> NOT IT 09:45:28 <TrueBrain> :P 09:47:32 <peter1138> I should revisit my scrollbar-iterator patch. 09:47:48 <TrueBrain> having issues focusing? :D 09:47:56 <peter1138> Why do you say that? :D 09:48:57 <peter1138> Anyway, window decoration was coming from my window scaling work, which also involved changing how padding is handled, and also scrollbars and then made me remember my iterator stuff. 09:49:05 <peter1138> So a link. Tenuous but a link. 09:49:14 <TrueBrain> :D And down down we go :P 09:53:56 <Rubidium> does that also make the scrollbar size_t ? 09:54:22 <TrueBrain> didn't Aro make a PR for that? 09:54:33 <TrueBrain> https://github.com/OpenTTD/OpenTTD/pull/8006 09:55:03 <peter1138> No, it doesn't. 09:55:05 <TrueBrain> not size_t :P 09:55:27 <LordAro> it did originally, i tried to scale it back 09:56:30 <Rubidium> so we still need to cast to (uint) everywhere ;) 09:56:35 <LordAro> yup 09:56:58 <TrueBrain> happy my memory is not that shitty that I misremembered size_t :P 09:57:00 <peter1138> It allows something like like `for (auto it : sb->Iterate(list))`, so you don't need to case about indices. 09:57:41 <TrueBrain> DOUH ITTTUUHHHH 09:57:43 <peter1138> *care 09:58:27 <peter1138> I got stuck at one of the windows that combines two different lists :D 09:58:44 <TrueBrain> always this one exception ..... 09:58:56 <TrueBrain> can we nuke the window? :P 10:00:27 *** Wuzzy has joined #openttd 10:03:53 <TrueBrain> ugh, one of the downsides of working in saveload .. any change to saveload.h recompiles a good portion of the game 10:03:56 <TrueBrain> takes for-ever :P 10:09:14 <TrueBrain> looking at your "git stash" is funny sometimes 10:09:19 <TrueBrain> "how did I end up with 10 stashes?!" 10:15:00 <LordAro> and you never know what they are 10:16:05 <peter1138> Only 10? 10:16:50 <TrueBrain> I think most remain behind when I do a "git stash pop" and there is a conflict 10:16:55 <TrueBrain> as it keeps the entry also in the stash 10:17:04 <TrueBrain> but yeah ... code of which you are like: huh?! 10:18:39 <DorpsGek> [OpenTTD/OpenTTD] Phyrik commented on issue #8252: Possible duplication of functionality in `screenshot.cpp` https://git.io/JJUWw 10:22:40 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #8252: Possible duplication of functionality in `screenshot.cpp` https://git.io/JJUWw 10:25:13 <DorpsGek> [OpenTTD/OpenTTD] Phyrik commented on issue #8252: Possible duplication of functionality in `screenshot.cpp` https://git.io/JJUWw 10:30:12 <TrueBrain> hmm ... if there is a struct in the savegame not known to OpenTTD, it should skip reading it 10:30:21 <TrueBrain> but this is a lot more difficult than I expected :P 10:47:33 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #9369: Fix: don't show join button in online players window when the company is an AI https://git.io/JZNiJ 10:47:54 *** Samu has joined #openttd 10:48:34 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #9369: Fix: don't show join button in online players window when the company is an AI https://git.io/JnqPO 11:03:06 <TrueBrain> ha, that works :D Okay, this is cool 11:03:11 <TrueBrain> I now only have a memory leak 11:03:17 <TrueBrain> it's fineeeeee 11:15:19 <TrueBrain> so what do you do when you need to create objects on the fly but don't want to bother with deleting them? 11:15:24 <TrueBrain> you make it an unique_ptr! 11:15:31 <TrueBrain> but .... this object is copied around a lot 11:15:32 <TrueBrain> owh dear 11:15:34 <TrueBrain> :P 11:16:17 <TrueBrain> shared_ptr it is! :P 11:17:54 <peter1138> TrueBrain, don't you store the size of the struct to just skip it? 11:18:07 <TrueBrain> yes and no 11:18:16 <TrueBrain> we store the header of the struct 11:18:20 <TrueBrain> so we can calculate the length 11:18:22 <TrueBrain> buuutttttt 11:18:25 <TrueBrain> there can be arrays in there 11:18:33 <TrueBrain> so we cannot just skip it based on the size 11:18:37 <TrueBrain> we actually have to read through it 11:19:09 <peter1138> Right, and the header is only the header, not each... record. 11:19:15 <TrueBrain> yup 11:19:20 <TrueBrain> and array-length is per record ofc 11:19:38 <TrueBrain> so I need a "Skip" handler for the struct that is missing 11:19:41 <TrueBrain> load the data in there 11:19:44 <TrueBrain> and it works as expected 11:21:25 <peter1138> You could perhaps add a size to the struct record, however what you are doing seems to be better as self-describing is the whole purpose. Even if it is more fiddly... 11:21:37 <peter1138> You could just abort and say it's corrupted :D 11:21:48 <TrueBrain> well, mostly it was a matter of memory management I had to figure out 11:21:56 <TrueBrain> those dynamic objects need to be removed at some point :P 11:22:07 <TrueBrain> but shared_ptr seems to be doing fine 11:22:54 <peter1138> exit() will free them 11:23:26 <TrueBrain> just so awkward if you load a savegame 10 times, your memory keeps increasing :P 11:23:38 <peter1138> Unused memory is wasted memory! 11:23:41 <TrueBrain> (we are talking bytes here, but whatever) 11:24:42 <TrueBrain> okay, valgrind doesn't complain either 11:24:49 <TrueBrain> ==8279== total heap usage: 921,892 allocs, 910,779 frees, 9,191,432,701 bytes allocated 11:24:55 <TrueBrain> I ... how many bytes do we allocate? Lol 11:25:11 <peter1138> grf scan? 11:25:21 <TrueBrain> I do have a lot of NewGRFs, yes :D 11:25:31 <peter1138> Plus we seem to do several loads when starting up the game. 11:26:23 <peter1138> Ooh, just found my newgrf cache patch, that stores the cached data and avoids all newgrf-based desyncs. 11:26:29 <peter1138> Except it doesn't work at all. 11:26:35 <TrueBrain> :D 11:27:55 <peter1138> It correctly detects the changes, puts the saved data back, and then... still desyncs! 11:28:28 <TrueBrain> :( 11:30:22 <TrueBrain> and ... SLE_NULL / SLE_CONDNULL is gone :D 11:30:30 <TrueBrain> all this build-up for being able to do just that :P 11:33:12 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9374: Change: make lists in savegames consistent https://git.io/JnURj 11:33:20 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9375: Change: make as many savegame chunks a CH_ARRAY as possible https://git.io/JnUze 11:33:29 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9322: Add: store table header for each chunk in savegame https://git.io/JGlmd 11:36:43 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9322: Feature: store table headers for each chunk in savegame https://git.io/Jnq7m 11:37:01 <TrueBrain> just for niceness, lets ensure the test-suite still works fine 11:39:07 <peter1138> Perfect. Justification for "breaking" the "guaranteed" immutable savegame format that changes every update anyway... remove SLE_*NULL. 11:40:19 <TrueBrain> wow, that is a hard sentence to parse :D 11:41:29 <peter1138> You're welcome. 11:41:37 <TrueBrain> I know right :) 11:56:45 <TrueBrain> orudge: GOG just send the nicest email :D Something for you to pickup, but that is super nice of them to communicate it like this :) 11:57:13 <TrueBrain> (they basically made it more clear that we are a Free game) 11:58:16 <TrueBrain> I like GOG .. they actual seem to care about the games on their store :) 12:00:53 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #9369: Fix: disable join button in online players window when the company is an AI https://git.io/JZNiJ 12:12:31 *** tokai|noir has joined #openttd 12:12:31 *** ChanServ sets mode: +v tokai|noir 12:19:30 *** tokai has quit IRC 12:24:25 *** jez has joined #openttd 12:24:26 <jez> https://github.com/OpenTTD/OpenTTD/blob/c936f8b7699f194efa4939f01c31db6501d09736/src/rail_cmd.cpp#L502 12:24:52 <jez> ^ is this calculation intentional? 6 overlapping pieces of track on a tile is as much maintenance as 36 pieces of straight track? seems a bit goofy. 12:25:26 *** snail_UES_ has joined #openttd 12:26:05 *** debdog has joined #openttd 12:27:08 *** D-HUND has joined #openttd 12:28:03 <Rubidium> well, a normal slip switch is already quite complex and more expensive to maintain. I wouldn't want to think about how a slip switch with 6 paths would look, but that sounds super complicated and as such expensive to maintain 12:28:51 *** WormnestAndroid has quit IRC 12:29:06 <Rubidium> I know that here two normal switches are preferred over a slip switch purely on the maintenance costs alone, as slip switches are more prone to issues and thus more costly to maintain (and fix) 12:29:07 <jez> hmm 12:29:33 <TrueBrain> @calc 2**15 12:29:34 <DorpsGek> TrueBrain: 32768 12:29:41 *** WormnestAndroid has joined #openttd 12:29:43 <Rubidium> the only reason to use slip switches is when there is no other choice due to the restrictions on size of the switches 12:31:29 *** D-HUND has quit IRC 12:32:39 *** glx has joined #openttd 12:32:39 *** ChanServ sets mode: +v glx 12:43:11 <peter1138> Rubidium, realism eh? :D 12:43:19 <TrueBrain> I like how he could explain it 12:43:26 <TrueBrain> I would never have come up with that .. reason? :D 12:45:28 <LordAro> it's like it's his job or something 12:45:34 <TrueBrain> nah 12:45:43 <LordAro> emphasis on the or something 12:45:43 <TrueBrain> alternative facts 12:50:34 <glx> and my only chan on freenode switched to discord today, seems I don't need to register on the new freenode 12:54:34 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9322: Feature: store table headers for each chunk in savegame https://git.io/JGlmd 12:54:43 <TrueBrain> glx: sounds like you are broken up because of it 12:54:59 <TrueBrain> https://github.com/OpenTTD/OpenTTD/pull/9322/commits/2689e624029065acfd33a94f4a278b680b77b25e <- docs about the savegame structure! :D 12:55:09 <TrueBrain> I think I covered it all .. 12:55:54 <glx> I was expecting a switch at some point when I saw the 3 globals last night :) 12:57:12 <glx> after stealing channels they decided to do a full wipe 12:57:39 <TrueBrain> https://github.com/TrueBrain/OpenTTD/blob/settings-rework/docs/savegame_format.md <- better link, oops 12:59:06 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9322: Feature: store table headers for each chunk in savegame https://git.io/JGlmd 13:01:09 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9322: Feature: store table headers for each chunk in savegame https://git.io/JGlmd 13:01:12 <TrueBrain> okay, enough bikeshedding, lets first wait for a review before I keep pushing over and over :P 13:01:35 <glx> TrueBrain: [4..5] is 2 bytes, not 1 ;) 13:01:53 <TrueBrain> ugh .. I did it ALMOST right :P 13:02:44 <TrueBrain> not sure how useful they are, honestly 13:02:45 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9322: Feature: store table headers for each chunk in savegame https://git.io/JGlmd 13:02:47 <TrueBrain> as with gammas it becomes a bit weird 13:04:27 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9322: Feature: store table headers for each chunk in savegame https://git.io/JGlmd 13:04:28 <TrueBrain> STOP IT! 13:04:29 <TrueBrain> :P 13:06:02 *** jez has quit IRC 13:07:18 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9322: Feature: store table headers for each chunk in savegame https://git.io/JGlmd 13:29:52 <glx> I'm running a "quick" test on CI (building x64 MacOS RelWithDebInfo) 13:31:21 <DorpsGek> [OpenTTD/team] planetmaker opened issue #229: [de_DE] Translator access request https://git.io/JnmmK 13:31:31 <glx> lol 13:31:42 <LordAro> lol 13:31:51 <LordAro> "denied, too many translators" 13:31:59 <DorpsGek> [OpenTTD/team] glx22 commented on issue #229: [de_DE] Translator access request https://git.io/JnmmK 13:32:16 <glx> can't deny pm 13:32:37 <planetmaker> :D 13:32:41 <planetmaker> hi hi :) 13:33:05 <planetmaker> thx, glx :) 13:33:15 <LordAro> i thought there was supposed to be a different dorpsgek message when there's more than 10 existing translators? 13:33:47 <LordAro> oh no, just a different issue template 13:33:51 <planetmaker> there was a notification that the translator group is full next to the 'apply' button. But I applied nonetheless :D 13:34:36 <planetmaker> must be one of the quickest accepted issues :P 13:34:45 <glx> and yes DorpsGek should also tell us when there's too many translators 13:36:01 <glx> TrueBrain: https://github.com/glx22/OpenTTD/runs/2829820002?check_suite_focus=true#step:8:846 <-- at least it's independant of cpu type 13:36:39 <Rubidium> LordAro: how I wish slip and three way switches were not a thing. That would make my work a lot simpler ;) On the other hand, it being complicated makes it a lot harder to replace me by someone else... so it's a sort of job protection 13:37:48 <glx> so apple compiler is broken and we need to work around it 13:38:07 <glx> (as often) 13:39:04 <TrueBrain> :( 13:44:35 <glx> ok let's try with -v (as the message suggests) 13:45:31 <glx> pff stupid cmake 13:46:16 *** nielsm has joined #openttd 13:50:01 <milek7> disabling lto would maybe help? 13:55:28 *** virtualrandomnumber has joined #openttd 13:55:39 *** virtualrandomnumber has quit IRC 13:56:44 *** WormnestAndroid has quit IRC 13:56:57 *** WormnestAndroid has joined #openttd 14:07:22 <Samu> crap, i can't test my ai in 1.11.2 14:07:37 <Samu> when 1.11.3? 14:08:35 <glx> what prevents you from testing in 1.11.2 ? 14:09:16 <Rubidium> #935[36]? 14:09:21 <Samu> the priorityqueue stuff 14:09:36 <glx> you can sherry pick 14:20:48 <LordAro> mm, sherry 14:21:42 <TrueBrain> I tried so hard not to make a remark about it :P 14:24:37 *** tokai has joined #openttd 14:24:37 *** ChanServ sets mode: +v tokai 14:27:16 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #9374: Change: make lists in savegames consistent https://git.io/Jnm86 14:28:00 <TrueBrain> stupid coding style :P 14:31:19 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9374: Change: make lists in savegames consistent https://git.io/JnURj 14:31:20 *** tokai|noir has quit IRC 14:31:29 <TrueBrain> at least I was consistent(ly wrong) 14:32:13 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #9374: Change: make lists in savegames consistent https://git.io/Jnm4S 14:40:36 <Samu> when compiling openttd, antivirus service takes like 1/3 of the cpu resources 14:40:43 <Samu> interesting 14:42:08 <LordAro> gotta check those object files for viruses 14:42:27 <LordAro> you should be able to exclude certain folders from Defender's scanning 14:42:34 <TrueBrain> you know the old saying ... what if you infect xgcc with a virus, how will you ever know if you compile everything with gcc? :D 14:43:31 <LordAro> not so much an old saying as a famous paper by Ken Thompson 14:44:32 <TrueBrain> does one exclude the other? :D 14:44:40 <LordAro> i suppose not 14:45:08 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #9374: Change: make lists in savegames consistent https://git.io/JnURj 14:45:33 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9375: Change: make as many savegame chunks a CH_ARRAY as possible https://git.io/JnUze 14:45:39 <TrueBrain> I keep hoping no commit drops between the rebases :P 14:55:17 <TrueBrain> " On master, 285 files have changed and there have been 12,501 additions and 3,219 deletions. " 14:55:21 <TrueBrain> ahum .... right ... so that is happening 14:55:41 <peter1138> I like to remove code :D 14:56:16 <LordAro> how much of that is fmt? 15:09:26 <peter1138> TrueBrain, damn, saving dequeues was my piece of evilness, sorry :/ 15:09:31 <peter1138> deque 15:09:37 <TrueBrain> why sorry? 15:09:45 <TrueBrain> it works fine :) 15:09:47 <peter1138> Length gamma, etc. 15:09:54 <TrueBrain> owh, yeah, you were not alone there 15:10:02 <TrueBrain> I just made it consistent .. could have gone either way :P 15:10:05 <TrueBrain> it was a bit 50/50 :D 15:10:24 <TrueBrain> otherwise I could easily reuse it for vector :) 15:10:26 <TrueBrain> which is nice 15:10:35 <TrueBrain> otherwise? other than that 15:10:37 <TrueBrain> english, hard 15:14:40 *** tokai|noir has joined #openttd 15:14:40 *** ChanServ sets mode: +v tokai|noir 15:21:24 *** tokai has quit IRC 15:30:17 <glx> outch map_sl is conflicting very hard 15:30:31 <TrueBrain> what did you do to it? 15:31:24 <glx> well I just changed indentation, and some function renaming when enclosing in subclasses 15:31:44 <TrueBrain> I didn't touch map_sl a lot either 15:31:50 <TrueBrain> as fuck map-chunks :P 15:32:41 <glx> SlArray -> SlCopy 15:32:49 <TrueBrain> ah, yes, ofc 15:32:53 <glx> enough to conflict everywhere 15:32:54 <TrueBrain> forgot about that :P 15:33:01 <TrueBrain> accept incoming 15:33:05 <TrueBrain> s/SlArray/SlCopy/ :) 15:33:17 <TrueBrain> I only really changed MAPS 15:33:23 <TrueBrain> from CH_RIFF to CH_ARRAY to CH_TABLE 15:36:24 *** Wormnest has joined #openttd 15:37:27 <peter1138> Does that last batch of changes leave an invalid savegame state in the middle? (Not an issue, just trying to understand) -- version is bumped in a146bcfe, and then a version test added two commits later. 15:39:25 <TrueBrain> it shouldn't, but I have not validated it 15:40:37 <TrueBrain> ah, no, that PR, sorry, yes, in between is broken 15:41:14 <TrueBrain> every "Change" commit breaks it in that PR 15:43:05 <TrueBrain> I could have squashed it .. I could have bumped it every commit .. but I think this is more clear. Just when bisecting it could bite you 15:47:42 *** jez has joined #openttd 15:48:55 <jez> i've discovered a bit of a bug with v 15:48:59 <jez> *with CmdBuildSingleRail 15:50:13 <jez> if you pass in track bits including multiple rail pieces to be added to one tile, it doesn't calculate the rail pieces count correctly. 15:50:42 <jez> because "case MP_RAILWAY" isn't hit, pieces is just incremented by 1, when it should be incremented by number of rail pieces squared 15:51:03 <jez> (if the tile being added to is currently not a rail tile, of course) 15:52:48 <jez> there's probably a similar issue with road pieces 15:56:09 <peter1138> How are you adding multiple rail pieces on a bare tile? 15:56:16 <jez> patch :-) 15:56:37 <peter1138> So where's the bug? 15:56:57 <peter1138> Correct answer is... the patch. 15:56:58 <jez> clipboard. but still, a developer might well expect that function to actually increment the infra count appropriately given the track bits 15:57:02 <glx> so bug is not in openttd code 15:57:16 <jez> depends whether you think surprising behaviour from a function is a bug 15:57:17 <jez> i do. 15:57:52 <jez> if it's only valid to set one different track bit in a call to that method it should take a single enum value, not a bitfield 15:58:22 <glx> it's named single rail 15:58:48 <jez> i guess 15:59:42 <jez> is there a way to build multiple pieces simultaneously? 15:59:58 <glx> and argument is not a bitfield, it's a Track 16:00:17 <glx> there's no way using the mouse 16:00:26 <jez> im not using the mouse 16:00:41 <peter1138> Yes, in master you cannot even call CmdBuildSingleRail with multiple tracks. 16:00:51 <peter1138> So it's definitely a bug in your patch. 16:00:57 <jez> that's changed then i guess 16:01:04 <jez> used to work (even if infra calculation didnt work) 16:01:05 <glx> even AI can't do it 16:02:00 <peter1138> If the patch changes the function to allow multiple tracks, then the patch should also change the function to take account of the calculation too. 16:02:37 <peter1138> TrueBrain, ok. Doesn't bother me, just understanding it : ) 16:02:37 *** gelignite has joined #openttd 16:05:31 <TrueBrain> Anything else I can help with, let me know :) 16:11:39 *** jez has quit IRC 16:15:50 *** Progman has joined #openttd 16:31:23 <_dp_> jez, are you making a new clipboard patch or updating some of the existing ones? 16:32:01 <_dp_> oh, he left... 16:54:47 *** Strom has quit IRC 16:56:28 *** Strom has joined #openttd 17:01:29 *** tokai has joined #openttd 17:01:29 *** ChanServ sets mode: +v tokai 17:08:21 *** tokai|noir has quit IRC 17:32:54 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #9375: Change: make as many savegame chunks a CH_ARRAY as possible https://git.io/JnYfh 17:33:55 <TrueBrain> wait, no comments? :o 17:34:35 <TrueBrain> owh, pfew, one 17:36:11 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9375: Change: make as many savegame chunks a CH_ARRAY as possible https://git.io/JnYLN 17:36:18 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #9375: Change: make as many savegame chunks a CH_ARRAY as possible https://git.io/JnUze 17:36:31 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9322: Feature: store table headers for each chunk in savegame https://git.io/JGlmd 17:36:56 <TrueBrain> +3,333 −763 17:37:00 <TrueBrain> compat-tables are lengthy :P 17:37:55 <glx> oh I fear another complicated rebase 17:38:30 <TrueBrain> and one more PR that will be complicated too 17:38:40 <TrueBrain> but I hope that doesn't come as a surprise? :D 17:39:10 *** Flygon has quit IRC 17:52:49 *** andythenorth has joined #openttd 18:54:45 *** geli has joined #openttd 18:57:29 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/Jn3gN 18:57:30 <DorpsGek> - Update: Translations from eints (by translators) 18:59:44 <andythenorth> so 18:59:50 <andythenorth> game is surprisingly better without cdist 18:59:55 <andythenorth> unexpected 19:01:06 *** gelignite has quit IRC 19:07:38 <peter1138> Lies. 19:12:02 <andythenorth> :o 19:12:05 <andythenorth> controvs 19:19:55 <andythenorth> someone has finally won FIRS https://media.discordapp.net/attachments/853284744056799252/854299333679382528/Brenwood_Transport_2031-01-03.png?width=2214&height=1191 19:19:59 <andythenorth> done complete 19:20:00 <andythenorth> over 19:32:26 <TrueBrain> looks pretty 20:04:33 <glx> it's so fun to fix conflicts in one commit, to introduce conflicts in following commit 20:14:27 *** tokai|noir has joined #openttd 20:14:27 *** ChanServ sets mode: +v tokai|noir 20:21:26 *** tokai has quit IRC 20:23:30 *** iSoSyS has joined #openttd 20:26:23 *** geli has quit IRC 20:55:50 *** Samu has quit IRC 20:56:43 <peter1138> Alright, three postgresql instances... I need to enable failover. 20:57:56 *** tokai has joined #openttd 20:57:56 *** ChanServ sets mode: +v tokai 21:04:41 *** tokai|noir has quit IRC 21:15:12 *** outtatime has quit IRC 21:15:26 *** outtatime has joined #openttd 21:16:33 *** sla_ro|master has quit IRC 21:17:35 *** tokai|noir has joined #openttd 21:17:35 *** ChanServ sets mode: +v tokai|noir 21:18:42 *** outtatime has quit IRC 21:18:50 *** outtatime has joined #openttd 21:22:44 *** nielsm has quit IRC 21:24:13 *** tokai has quit IRC 21:29:32 *** andythenorth has quit IRC 21:36:44 *** Progman has quit IRC 21:58:01 <glx> hmm now that's weird, https://github.com/glx22/OpenTTD/commits/test is now the last known to build OSX release + 2 non source modifying commits and build still fails 21:59:22 <TrueBrain> did they update software? :P 22:04:21 <glx> no, same image version (20210607.1) 22:04:34 <TrueBrain> super dupah weird 22:07:32 <glx> hmm unless it's one of the deps from vcpkg 22:08:33 <glx> but everything should be the same as we use vcpkg version from the image 22:10:08 <glx> and indeed same versions, as it's in the cache 22:11:59 <peter1138> So this version was previously compiling okay but isn't now? 22:12:12 <glx> yes 22:13:41 <glx> well there are 2 extra commits on top, but they should not affect the build in any way 22:15:25 *** nielsm has joined #openttd 22:21:33 *** tokai has joined #openttd 22:21:33 *** ChanServ sets mode: +v tokai 22:28:21 *** tokai|noir has quit IRC 22:50:01 *** Ttech has quit IRC 22:56:36 *** Ttech has joined #openttd 23:01:50 *** Speeder_ has joined #openttd 23:09:05 *** Speeder has quit IRC 23:18:28 *** HerzogDeXtEr has quit IRC 23:50:07 *** WormnestAndroid has quit IRC 23:51:10 *** WormnestAndroid has joined #openttd 23:54:31 *** nielsm has quit IRC