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Log for #openttd on 14th February 2020:
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10:52:49  <DorpsGek_III> [OpenTTD/OpenTTD] Limyx826 opened issue #7999: Base grap https://git.io/Jvlsz
10:54:12  <LordAro> 1 to go!
10:56:17  <LordAro> hmm, opengfx wasn't migrated to GH, was it?
10:56:35  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #7999: Base graphics set is missing 5 sprites https://git.io/Jvlsz
10:56:36  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #7999: Base graphics set is missing 5 sprites https://git.io/Jvlsz
10:59:01  <DorpsGek_III> [OpenTTD/OpenTTD] Limyx826 commented on issue #7999: Base graphics set is missing 5 sprites https://git.io/Jvlsz
11:00:35  <TrueBrain> LordAro: it is on GH: https://github.com/OpenTTD/OpenGFX
11:00:55  <TrueBrain> Not sure if it is really migrated :p
11:01:10  <TrueBrain> For sure not automated :)
11:01:49  <TrueBrain> Especially not given the love other repos have had, like "tag to release"
11:02:23  <LordAro> oh, it didn't appear in the "transfer" list
11:02:29  <LordAro> are its issues disabled?
11:02:54  <TrueBrain> https://github.com/OpenTTD/OpenGFX/issues
11:03:02  <LordAro> weird
11:03:04  <TrueBrain> What is the transfer list?
11:03:14  <LordAro> "Transfer issue", on the right side
11:03:21  <TrueBrain> And I really don't know the state btw. Just know the repo exists
11:04:02  <TrueBrain> Possibly you are not in the team to maintain issues there
11:04:24  <TrueBrain> frosch redid that ofc
11:04:54  <LordAro> poss
11:05:17  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #7999: Base graphics set is missing 5 sprites https://git.io/Jvlsz
11:05:24  <TrueBrain> Top issue is not promising :D
11:05:52  <LordAro> heh
11:06:24  <TrueBrain> So many things to do, so little time :p
11:06:40  <LordAro> c'est la vie
11:07:04  <LordAro> needs a dorpsgek config, at minimum
11:07:24  <LordAro> that can be this weekend's job
11:07:55  <TrueBrain> Remember new repos need a config but the DorpsGek app also needs permission to the repo
11:08:05  <TrueBrain> That is not by default the case
11:08:11  <LordAro> true
11:08:18  <LordAro> i probably can't fix that myself anyway :p
11:08:25  <TrueBrain> And I don't have my security key with me to help you out with that
11:08:44  <TrueBrain> So weekend after I can fix it for you :)
11:09:12  <LordAro> bleh
11:09:20  <TrueBrain> But others can too .. not sure they know how :p
11:09:22  <LordAro> or someone else can :p
11:09:52  <TrueBrain> Just let an owner poke me and I talk them through it :)
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11:13:04  <TrueBrain> Wait, I can access it from here
11:13:19  <TrueBrain> Ugh, the armada of useless drones are back
11:15:34  <TrueBrain> K, it only needs a .dorpsgek.yml now LordAro. Please use one like any repo EXCEPT the OpenTTD .. that one is special :p
11:15:41  <LordAro> :D
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16:01:22  <Samu> hi
16:01:37  <Samu> I just formated c: and reinstalled windows
16:02:11  <Samu> will have to ask for help about git bash soon, cus I lost all settings/config
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16:53:03  <Samu> https://github.com/Microsoft/vcpkg/blob/master/README.md
16:53:08  <Samu> explain me how to install
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16:54:52  <Samu> integrate install?
16:55:43  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 opened pull request #8000: Codechange: Simplify CheckAPIVersion() https://git.io/JvlRi
16:56:36  <Samu> .\vcpkg install liblzma libpng lzo zlib
16:56:39  <Samu> trying this
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17:03:38  <Samu> aw crap
17:03:40  <Samu> .\vcpkg install liblzma:x64-windows-static libpng:x64-windows-static lzo:x64-windows-static zlib:x64-windows-static
17:03:45  <Samu> saw this too lat
17:07:53  <Samu> well it built, so I guess I'm fine
17:11:43  <Samu> now installing git for windows, the editor to use is nano?
17:11:51  <Samu> or vim?
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17:13:16  <Samu> or Notepad++?
17:20:23  <Samu> nevermind, i installed it with notepad
17:20:37  <Samu> so, I suppose I'm ready to edit again :D
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17:50:16  <_dp_> hm, a bit late thought but _town_kdtree is a not a good name for a variable as it implies the use of k-d tree which is, ofc, true atm but can easily be changed later as there are plenty of structures that can do 2d search
17:53:03  <_dp_> well, I guess that applies to a Kdtree class itself as it name reflects its implementation detail instead of functionality it provides
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17:56:54  <LordAro> variables are easy to rename :)
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18:45:49  <DorpsGek_III> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/Jvlud
18:45:49  <DorpsGek_III>   - Update: Translations from eints (by translators)
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19:06:23  <debdog> I am getting a lot of ship is lost messages even though the ship is finding its path. happens on longer distances. IIRC there were changes to the pathfinder code and am wondering wheter this intentional or not?
19:08:51  <debdog> intentional as in better-use-a-bouy
19:09:26  <nielsm> no there isn't any (intentional) logic for that
19:09:49  <nielsm> the YAPF pathfinder for ships was changed to add path caching, to avoid repathing every time the ship enters a new tile
19:10:02  <frosch123> are you using the "original" path finder for ships? iirc that always had a limit and then just drove in the approximate direction. maybe someone adjusted the message to trigger in that case
19:10:35  <frosch123> maybe Samu knows
19:12:46  <debdog> set pathfinder for ships is YAPF
19:14:23  <debdog> AFAICS it happens on rather direct routes where the ship is not required to alter direction much
19:14:56  <debdog> oh, happens on 1.10-rc1 and branch master
19:15:06  <frosch123> do ships needs to reverse in canals or other narrow paths without enough space for two turns?
19:17:08  <LordAro> frosch123: original path finder was removed some months ago
19:17:22  <debdog> frosch123: I have to double check that. it all happend on sea so far but there is a chance the dock is at a tight spot
19:17:46  <LordAro> there definitely is an issue with the path cache and ships, it seems to display the message before noticing it's already got a path
19:17:56  <LordAro> it needs to be logged, actually
19:18:04  <LordAro> #8000, anyone?
19:19:06  <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 commented on pull request #8000: Codechange: Simplify CheckAPIVersion() https://git.io/Jvlz1
19:21:23  <frosch123> not related to ships
19:21:37  <debdog> frosch123: I don't think not enough space is an issue her
19:21:55  <frosch123> debdog: then it's probably a bug :)
19:22:10  <debdog> I have a game saved with an example I could upöload, if that helps.
19:23:08  <frosch123> please make a gh issue
19:23:28  <debdog> or, how do I log that (in case "<LordAro> it needs to be logged, actually" was meant for me)
19:25:34  <debdog> has been a while since last I've logged into my github account… device verification… wtf
19:25:56  <frosch123> yes, if you have no 2fa and no cookies, you get an email
19:26:40  <frosch123> which is essentially 2fa via an unencrypted channel
19:28:21  <debdog> ok, opening an issue. thanks!
19:28:58  <Samu> hi
19:32:16  <frosch123> also thanks
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19:38:24  <peter1138> Is it beer-o'clock?
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19:47:09  <nielsm> no beer here, could use one tho
19:47:23  <nielsm> but got my hardware upgrade installed today: https://0x0.st/io_V.png
19:49:34  <frosch123> you have two "h:"
19:49:47  <nielsm> raid 1
19:50:16  <_dp_> lol, I found some flickering issue even with original sprite sorter
19:50:19  <_dp_> https://i.imgur.com/xrdpSFo.png
19:50:51  <_dp_> foundation flickers over station furniture when train arrives
19:51:07  <LordAro> nielsm: nice
19:51:12  <LordAro> no beer here either
19:51:16  <LordAro> i do have whisky though
19:51:49  <LordAro> _dp_: does yours fix it? :p
19:52:12  <_dp_> LordAro, well, no, since it's made to replicate original bug-for-bug :p
19:52:23  <LordAro> D:
19:52:32  <LordAro> frosch123: grats on #8000
19:52:49  <LordAro> shall we see if we can keep this one open forever and ever as well? :p
19:52:58  <frosch123> sprite sorting issues are fixed by changing the bounding boxes
19:53:14  <frosch123> that's why its so troublesome that newgrf can define bb for houses and stations
19:53:47  <_dp_> also I don't understand what's going on with sprites after the recent fix
19:54:02  <_dp_> there are much more sprites on screen than sorter is called to sort %)
19:54:25  <frosch123> LordAro: i don't get it
19:54:36  <nielsm> they're sorted in chunks aren't they?
19:54:46  <nielsm> blocks or something
19:55:10  <_dp_> nielsm, idk, but yeah, that would be a possible explanation
19:55:13  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 updated pull request #8000: Codechange: Simplify CheckAPIVersion() https://git.io/JvlRi
19:55:35  <frosch123> at some point the viewport was cut into vertical stripes, which were rendered separately
19:55:43  <frosch123> dont know whether that is still the case
19:56:23  <_dp_> frosch123, hm...
19:56:40  <_dp_> how would that work though without glitches and/or overhead?
19:57:05  <frosch123> _dp_: ViewportDrawChk
19:57:09  <glx> LordAro: #8000 is mine
19:57:45  <frosch123> _dp_: it surely spawns sprites for the tiles on the border twice
19:57:56  <frosch123> so, DrawTile is called more often than needed
19:58:40  <_dp_> frosch123, hm, I wonder if with new sorter it's possible to go full circle and remove that slicing xD
19:58:54  <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 approved pull request #8000: Codechange: Simplify CheckAPIVersion() https://git.io/Jvlgy
20:04:04  <_dp_> oh yeah, that's noticeably better
20:05:35  <_dp_> about 40% improvement on psg201 4k
20:06:30  <_dp_> though comment on ViewportDrawChk says "sprite memory will overflow" what's that about?
20:06:41  <frosch123> hmm, i wondered what that weird comment for ViewportDrawChk meant... but git blame attributes it to me :/
20:06:52  <frosch123> haha, same :)
20:07:38  <frosch123> oh, i just changed the formatting
20:10:32  <frosch123> it's a ludde comment
20:11:48  <_dp_> oh wow
20:11:59  <_dp_> may not even be relevant anymore
20:12:13  <frosch123> _dp_: found it. in the past the sprites were not stored in vectors
20:12:27  <frosch123> instead they were linked lists in a statically allocated bugger
20:12:29  <frosch123> *buffer
20:12:52  <frosch123> so the "overflow" refers to dos memory limits
20:13:18  <_dp_> cool
20:13:55  <frosch123> wait what... that buffer was even on the stack
20:14:09  <frosch123> 32k buffer on the stack?
20:17:42  <LordAro> glx: i have no idra how i managed to read glx22 as frosch123
20:24:26  <frosch123> letters and digits :)
20:24:51  <frosch123> _dp_: april 2008
20:26:52  <frosch123> 4703eb2 removes all the custom-memory-allocator stuff for viewports
20:26:53  <DorpsGek_III> [OpenTTD/website] TrueBrain commented on issue #149: Download specific version page https://git.io/JvWZ4
20:29:05  <DorpsGek_III> [OpenTTD/website] TrueBrain commented on issue #149: Download specific version page https://git.io/JvWZ4
20:43:25  <DorpsGek_III> [OpenTTD/OpenTTD] glx22 merged pull request #8000: Codechange: Simplify CheckAPIVersion() https://git.io/JvlRi
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21:32:00  <Samu> @logs
21:32:00  <DorpsGek> Samu: https://webster.openttdcoop.org/index.php?channel=openttd
21:32:41  <Samu> DLG_FLAGS_SEC_CERT_DATE_INVALID
21:32:47  <Samu> on that site
21:33:04  <LordAro> planetmaker: ^
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21:53:25  <DorpsGek_III> [OpenTTD/OpenTTD] ldpl updated pull request #7962: Sprite sorter optimization https://git.io/Jvqwk
21:53:49  <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on pull request #7962: Sprite sorter optimization https://git.io/JvlVY
22:01:34  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #6472: Cargodist: various link graph performance improvements https://git.io/fhn0p
22:10:41  <DorpsGek_III> [OpenTTD/OpenTTD] ldpl updated pull request #7962: Improve rendering of large viewport areas https://git.io/Jvqwk
22:13:51  <Samu> how's the water depth pr?
22:13:57  <Samu> any progress
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22:18:49  <DorpsGek_III> [OpenTTD/OpenTTD] debdog opened issue #8001: Ship finds path but reports it is lost https://git.io/JvlVp
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22:43:25  <LordAro> https://i.imgur.com/DaHI8Tk.png ...how did i manage this?
22:44:30  <nielsm> I think there might be some magic directory merging going on in the default location for scenarios
22:44:49  <nielsm> to get a single list of user's own scenarios and downloaded ones
22:45:46  <LordAro> well it's broken
22:46:03  <LordAro> oh, hmm
22:46:07  <LordAro> one of them is in heightmaps
22:46:26  <LordAro> ok, weird, but probably fine
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23:07:56  <nielsm> recompiling ottd master in about 30 seconds: https://0x0.st/io4V.png
23:08:24  <nielsm> (debug build)
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23:10:06  <nielsm> hm
23:10:16  <LordAro> nielsm: nice.
23:10:29  <nielsm> and less than 2 minutes for a release build
23:10:30  <LordAro> i should time compiling OTTD on our 40 core machine at work :p
23:10:55  <nielsm> that's only ottd itself, not including language packs or the tools
23:11:23  <milek7> why so long for release?
23:11:30  <nielsm> link time codegen
23:11:40  <milek7> with lto?
23:11:48  <LordAro> clearly we should turn that on for linux builds
23:11:50  <nielsm> yes
23:12:04  <LordAro> gotta get dem marginal gains
23:12:43  <nielsm> building the objects in release mode is just as fast as building them in debug mode, it's only the link that adds the extra minute+
23:13:29  <nielsm> and the basesets generating is painful :)
23:13:51  <nielsm> entirely serial, and it's a slow vbscript
23:14:28  <milek7> hm, 38s with --enable-lto
23:14:49  <milek7> same cpu
23:15:11  <LordAro> i'm looking at #6515. I've modified regression to test it, and it seems that engine + wagon - both valid vehicles, but adding an extra wagon means that next one is an invalid vehicle
23:15:56  <LordAro> it's weird
23:16:08  <_dp_> https://i.imgur.com/XOcJnw5.png :p
23:20:08  <nielsm> gn
23:24:43  <glx> baseset stuff is way faster in cmake
23:27:29  <LordAro> Message:   Assertion failed at line 85 of C:/msys64/home/LordAro/OpenTTD/src/fontcache.cpp: IsPrintable(key)
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23:27:45  <LordAro> i do hate it when OTTD crashes when i'm trying to do something else
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23:50:18  <LordAro> so... there are tabs in a print statement in the regression test output
23:50:34  <LordAro> if you open the ai debug window soon enough, OTTD crashes when trying to print that character
23:50:42  <LordAro> how has no one found this before?!
23:51:17  <glx> luck ?
23:51:18  <_dp_> LordAro, ppl don't usually debug AI's on debug build?
23:52:04  <LordAro> _dp_: but even release builds have had asserts turned on since 1.9
23:52:13  <glx> anyway tab should be filtered out
23:53:30  <_dp_> LordAro, huh? why? there's some quite slow stuff in asserts
23:53:39  <_dp_> like k-d tree invariant check
23:53:51  <LordAro> because no one thought to do it
23:53:57  <LordAro> probably should be done, tbh
23:54:06  <glx> I guess pressing reload AI should be easier than opening the window very fast
23:54:57  <LordAro> glx: open the window before `startai <foo>` :p
23:55:05  <glx> yeah that too
23:55:08  <_dp_> ah, nvm, kdtree has it's own debug var
23:55:36  <LordAro> hmm, it is inside the FallbackParagraphLayout

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