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Log for #openttd on 11th May 2021:
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01:38:24  <DorpsGek> [OpenTTD/OpenTTD] unbeatable-101 opened issue #9236: Vehicles do not pass broken down vehicles https://git.io/J3jij
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06:08:57  <DorpsGek> [OpenTTD/OpenTTD] fearlezz77 opened issue #9237: I never get the new trains after 1980- but i get all plains, boats and cars https://git.io/JseBp
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07:30:47  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9234: UDP query of game script https://git.io/JseX4
07:32:38  <TrueBrain> right, time to look into the networking issues we had yesterday ...
07:32:43  <TrueBrain> no clue how to start :P
07:36:52  <Xaroth> All I can offer is some music; https://www.youtube.com/watch?v=1RW3nDRmu6k
07:40:23  <TrueBrain> could be worse
07:43:06  <Xaroth> Well yeah, could've been Laibach or something weird like that.
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08:19:00  <TrueBrain> wow, our "when to tell clients someone left" code flow has become rather complex
08:19:05  <TrueBrain> with all kind of assumptions etc
08:21:14  <TrueBrain> and really easy to reproduce
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08:28:11  <TrueBrain> I cannot believe this hasn't been reported more .. I need to check the source of 1.11 ..
08:28:23  <TrueBrain> but from what I read, any client-crash will never result in a leave message
08:28:36  <TrueBrain> guess that doesn't happen often enough to be noticed?
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08:29:56  <TrueBrain> when a connection is closed (so not a network timeout, but really closed, as in: application crashed), https://github.com/OpenTTD/OpenTTD/blob/release/1.11/src/network/core/tcp_game.cpp#L54 is called
08:30:09  <TrueBrain> no client is notified yet (also not its job)
08:30:13  <TrueBrain> next, it calls https://github.com/OpenTTD/OpenTTD/blob/release/1.11/src/network/network_server.cpp#L269
08:30:30  <TrueBrain> which explicitly ignores either of the two values of the former, and does not tell anyone about the leaving of the client
08:44:13  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #9238: Fix: [Network] clients leaving because of broken connections was not broadcasted https://git.io/JseAw
08:46:28  <LordAro> :D
08:46:44  <TrueBrain> I cannot believe nobody reported it, really
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09:01:38  <TrueBrain> sometimes you find lovely bugs ..
09:01:48  <TrueBrain> opening the network list, means _network_host_list is added to the list
09:01:52  <TrueBrain> this is done via NetworkAddServer
09:01:58  <TrueBrain> which rebuilds the _network_host_list
09:02:08  <TrueBrain> yeah ... that is not going well
09:08:37  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #9239: Fix: [Network] don't mark the last-joined server as manual https://git.io/Jsvvn
09:09:50  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #9240: Fix: [Network] don't rebuild the host-list during iterating the list https://git.io/Jsvvw
09:29:07  <LordAro> oops
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09:38:00  <peter1138> It's almost like we should play this game more often...
09:39:05  <Xaroth> By the amount of bugs found, or the amount of trains crashed?
09:40:09  <peter1138> Both are rather high.
09:46:08  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #9235: Fix warnings from LGTM https://git.io/J3jqC
09:55:54  <DorpsGek> [OpenTTD/OpenTTD] auge8472 commented on issue #9237: I never get the new trains after 1980- but i get all plains, boats and cars https://git.io/JseBp
10:03:24  <Timberwolf> Need to figure out how to build a streaming data pipeline.
10:03:28  <Timberwolf> Coffee time, I think.
10:08:30  <peter1138> Correct.
10:10:54  <LordAro> "GCC 2.9 doesn't support '::' global scope specifier when friending"
10:10:55  <LordAro> crying noises
10:11:53  <TrueBrain> GCC 2.9 .. did you just say that?
10:11:58  <LordAro> i did, yes
10:13:28  <TrueBrain> okay, 2 hours of STUN failure research later .. and a huge tnx to Rubidium for access to a NAT that does that .. NO clue why it fails sometimes, but not always
10:13:31  <TrueBrain> like 1 out of 20 or so
10:13:39  <TrueBrain> but .. I think we just take the hit, and let those connections use TURN
10:13:47  <TrueBrain> pretty sure we can't have them all anyway
10:13:53  <LordAro> just hope that it's a low percentage
10:14:05  <TrueBrain> well, we can offload the traffic on cheap VPSes if we have to
10:14:07  <TrueBrain> but yeah
10:14:17  <TrueBrain> I first want to have an idea how often it happens before I work on trying other ways :P
10:14:20  <LordAro> being able to get decent connection statistics out of the GC seems like a good idea
10:14:24  <TrueBrain> yup
10:14:39  <TrueBrain> and I want TURN to report bandwidth stats
10:14:46  <TrueBrain> so we also know how much a game consumes
10:19:06  <peter1138> ovh-throw-away boxes...
10:19:18  <LordAro> ovh-probably-not-on-fire boxes
10:19:55  <peter1138> self-registering docker containers, let anyone can deploy an OpenTTD relay...
10:20:22  <peter1138> -can
10:20:50  <peter1138> Hmm, shoulder still aches :p
10:21:22  <LordAro> ":p"
10:21:26  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #9238: Fix: [Network] clients leaving because of broken connections was not broadcasted https://git.io/Jsv3Q
10:21:54  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #9239: Fix: [Network] don't mark the last-joined server as manual https://git.io/Jsv35
10:25:19  <peter1138> Yes, I don't know why I do that.
10:25:32  <peter1138> Put it away.
10:26:21  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #9238: Fix: [Network] clients leaving because of broken connections was not broadcasted https://git.io/JseAw
10:26:34  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #9239: Fix: [Network] don't mark the last-joined server as manual https://git.io/Jsvvn
10:27:32  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #9240: Fix: [Network] don't rebuild the host-list during iterating the list https://git.io/JsvG5
10:28:24  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9240: Fix: [Network] don't rebuild the host-list during iterating the list https://git.io/JsvZI
10:28:39  <DorpsGek> [OpenTTD/OpenTTD] vituscze opened issue #9241: Some tree brushes do not mark tiles as a rainforest https://git.io/JsvZq
10:32:31  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #9240: Fix: [Network] don't rebuild the host-list during iterating the list https://git.io/Jsvvw
10:35:18  <LordAro> that's a good issue
10:36:47  <peter1138> #9241 is odd, you can place non-desert stuff in a desert, sometimes, but it doesn't convert the desert properly. I'm minded to think it shouldn't be possible regardless of normal/grove/forest option.
10:37:09  <DorpsGek> [OpenTTD/OpenTTD] vituscze opened issue #9242: Tropical Lumber Mill doesn't work properly on large maps https://git.io/Jsvnh
10:37:43  <peter1138> Not sure if the desert bit is related to rainforest status.
10:42:46  <peter1138> And OnTick_Trees() really doesn't scale by map size.
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11:05:56  <peter1138> Not having much luck with #9235 :/
11:09:09  <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #9242: Tropical Lumber Mill doesn't work properly on large maps https://git.io/Jsvnh
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11:12:40  <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #9242: Tropical Lumber Mill doesn't work properly on large maps https://git.io/Jsvnh
11:12:43  <FLHerne> TrueBrain: I can do more testing from here if it helps, mine also seems to do that
11:13:22  <TrueBrain> FLHerne: the issue is, it is not predictable
11:13:37  <TrueBrain> and as long as I don't understand what is causing it .. it is really hard to mitigate :)
11:13:47  <FLHerne> Try many times in succession and see what the odds are? :p
11:13:52  <TrueBrain> most of the time the first attempt fails .. after that .. pure RNG :P
11:13:57  <TrueBrain> yeah, 1 in 20, give or take
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11:27:31  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on discussion #9171: DEBUG messages cleanup https://git.io/J3W5b
11:27:56  <TrueBrain> My suggestion, for "net" facility, use the classic fatal / error / warning / info for 0 / 1 / 2 / 3 log level
11:28:06  <TrueBrain> please voice your opinion if you have one on the matter :)
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11:30:32  <Rubidium> ;)
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11:30:52  <TrueBrain> sometimes I realise the average age in this channel is not that high :P
11:33:21  <Rubidium> well add at least a 'trace'/'debug' level for things as the send frame numbers, otherwise info gets really spammy
11:33:34  <TrueBrain> send frames is debug, yes :P
11:33:39  <TrueBrain> we can add trace, sure
11:33:55  <TrueBrain> 7 - Trace ?
11:34:39  <TrueBrain> added it
11:42:37  <Rubidium> I'm wondering if there's anything that's not fatal, but that should always get a message on the (in game) console
11:43:09  <peter1138> Hmm, I can fix #9242 but with a savegame bump :/
11:43:26  <Rubidium> I think (at least some) errors shown to the user in the UI already end up there
11:43:41  <TrueBrain> I think both fatal and error should go to the console tbh
11:43:48  <TrueBrain> like a "connection lost" is useful to have there too
11:43:55  <TrueBrain> but maybe that should be configurable too
11:43:59  <TrueBrain> either way .. "future work" :P
11:44:32  <Rubidium> well, you get the generic error though the lower level details might not get to you
11:46:23  <TrueBrain> Could not connect to [2001:41d0:801:2000::3297]:3975 (IPv6): Network is unreachable <- I guess we should move that error to a lower debug level too (well, higher  number)
11:46:29  <TrueBrain> that is such not a problem a user should worry itself with
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12:05:40  <peter1138> (svn r1) Import of revision 975 of old (crashed) SVN
12:05:48  <peter1138> Okay, that's not so useful as a git blame :)
12:06:03  <LordAro> "it's been there a while"
12:11:07  <TrueBrain> so I have a dedicated game server
12:11:10  <TrueBrain> with a new config
12:11:14  <TrueBrain> which I cannot join
12:11:16  <TrueBrain> cool :D
12:11:24  <TrueBrain> no error nothing, it just doesn't work
12:14:13  <TrueBrain> can I get a WTH? :D
12:14:34  <Rubidium> whiskey tango hotel?
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12:21:16  <TrueBrain> hahaha, okay, this is hilarious
12:21:21  <TrueBrain> I can blame Rubidium , so it really is :)
12:21:38  <TrueBrain> remember that you said: if the servers sends an invalid username, that means something bad happened to the server?
12:21:46  <TrueBrain> well .. an empty config .... sets no username for the server :P
12:21:51  <glx> oups
12:22:13  <TrueBrain> so anyone joining a server where the server has set no username
12:22:16  <TrueBrain> drops out :P
12:22:23  <TrueBrain> OMG I DONT WANT TO BE HERE, response
12:22:30  <glx> maybe it should set it to "server", like "player" is used for players
12:22:34  <TrueBrain> which is pretty much correct
12:22:49  <TrueBrain> I dunno what the best course of action is tbh
12:22:54  <Rubidium> though why is the server seen as a client then?
12:23:04  <TrueBrain> a server is always also a client
12:23:09  <Rubidium> there's no-one playing ;)
12:23:11  <TrueBrain> as you can send it messages too
12:24:03  <TrueBrain> well, that took a while to figure out :P
12:24:50  <Rubidium> sorry
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12:25:20  <glx> I see you found the server list "redrawing issue" I had
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12:26:19  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened issue #9243: Cannot join server which has no playername https://git.io/JsvPh
12:26:25  <TrueBrain> stack pop
12:26:37  <TrueBrain> Rubidium: no worries :D It is a fun little bug .. and I found 2 bugs in my code because I was tracing this :P
12:27:03  <TrueBrain> right, "stack pop"
12:27:18  <TrueBrain> I already did that
12:27:21  <TrueBrain> now it is correctuped
12:27:22  <TrueBrain> darn it
12:28:24  <TrueBrain> for example, I found out that if there is no join-key, the game crashes .. so LAN games were impossible
12:28:38  <TrueBrain> glx: ah, yes, now you mention that .. I noticed we still have a few places that don't set the game list dirty ..
12:30:34  <glx> ok, so #9235 says there are warnings, CI says it too, but they are not inlined in the diff
12:31:21  <Rubidium> there are warnings, just not shown in the diff
12:31:26  <peter1138> Hmm, changing the fast forward speed setting does not take effect immediately.
12:31:57  <glx> github used to report them at the end if not inlinable
12:34:16  <glx> hmm and the warning is weird when I look at the reported line
12:34:50  <glx> ah no ok, I see
12:36:13  <TrueBrain> peter1138: indeed it does not :) Was "known" at the time of writing, and considered: chances of anyone using it like that are slim
12:36:17  <TrueBrain> that might be the wrong call ofc :)
12:36:47  <glx> so annotation checks seems to be a useful thing for cases like that
12:37:32  <glx> maybe it should list the details too
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12:49:31  <glx> oh it's because it's not from the last commit of the PR
12:52:01  <peter1138> Hmm, do gamescripts get notified about planting trees...
12:52:41  <peter1138> Nope. Odd.
12:53:26  <peter1138> Okay, maybe the performance hit was from debugging trapping and recording GS exceptions. (Every time the GS sleeps is an exception)
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13:07:45  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain opened pull request #9244: Fix: [Network] mark server as offline when no longer reachable https://git.io/Jsv7Y
13:08:18  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9017: Feature: multiplayer without port forwarding https://git.io/JOk7C
13:08:21  <TrueBrain> right, shitton of fixes ^^
13:08:34  <TrueBrain> just not the STUN issue some NATs show :P
13:08:36  <Xaroth> another test game tonight then? :P
13:08:43  <TrueBrain> at least TURN fallback works as expected now
13:10:24  <TrueBrain> Xaroth: only if someone prepares a nice NewGRF-game :)
13:10:38  * Xaroth points at and... wait, he's not here
13:12:36  <TrueBrain> also all sockets etc are now closed .. it should no longer leak sockets slowly :D
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14:12:16  <Speeder_> GS allow you to change how much you get paid for shipping stuff?
14:12:30  <Speeder_> also can GS affect the economy overall? to simulate crisis, booms, etc... ?
14:16:31  <glx> GS can only prevent increase/decrease of production, and closure of industries
14:27:37  <TrueBrain> meh; I do not understand why some NATs act up. All the documentation I read suggest this shouldn't be the behavior .. meh :)
14:29:19  <TrueBrain> FLHerne: what OS were you running again? I think I asked before, but I forgot :)
14:30:13  <glx> and I though I could have a weird NAT/router setup ;)
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14:32:30  <FLHerne> Linux
14:32:52  <TrueBrain> what flavour?
14:33:09  <FLHerne> Arch
14:33:28  <FLHerne> (using NetworkManager)
14:34:06  <TrueBrain> I have been approaching this as a NAT problem .. but .. all 3 machines I know of that do this, are Linux
14:34:24  <glx> ok doing some GHA testing on my fork, I think I know why MSVC warnings are not shown
14:34:42  <TrueBrain> wait, we ruled out OS earlier, didn't we?
14:34:48  <TrueBrain> right, we did .. ugh, I should keep noted
14:34:58  <TrueBrain> it was working over your 4G
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14:36:14  <FLHerne> Well, assuming it's the same issue again
14:36:16  <FLHerne> but yes
14:36:24  <TrueBrain> yeah, it still is
14:36:44  <FLHerne> Also, I don't think "all affected clients are Linux" tells you much with the set of test players
14:37:24  <glx> https://github.com/glx22/OpenTTD/runs/2556689644?check_suite_focus=true#step:9:462 <-- not shown
14:37:24  <glx> https://github.com/glx22/OpenTTD/runs/2556689298?check_suite_focus=true#step:6:575 <-- shown
14:37:24  <glx> there's a nice little difference in paths ;)
14:37:26  <TrueBrain> honestly, I expected more issues from our Windows players :P
14:38:42  <glx> yeah you were able to punch through 2 firewalls in my case :)
14:39:17  <TrueBrain> it is just weird .. we have an open connection from local IP:port to A
14:39:26  <TrueBrain> we set up a new connection on the same local IP:port to B
14:39:39  <TrueBrain> and somehow .. this does something ... causing the connect to report "No route to host"
14:39:46  <TrueBrain> and next attempt it is mapped differently on the NAT
14:39:54  <TrueBrain> so I guess a RST is sent for some reason
14:40:52  <TrueBrain> as from what I read, FIN shouldn't remove the mapping
14:40:59  <TrueBrain> well, not for 60 seconds at least
14:42:08  <TrueBrain> but RFC says it should even keep the mapping with an RST
14:43:10  <TrueBrain> although it says the original RFC didn't specify it, and that there are NATs out there that do reset the mapping immediately
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14:47:52  <TrueBrain> reading RFCs is depressing .. so many MUSTs that are not implemented :P
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14:53:23  <milek7> pebkac, but.. where do I type invite code? :P
14:54:11  <milek7> ah, 'add server'
14:55:12  <milek7> oops
14:55:13  <milek7> *** buffer overflow detected ***: terminated
14:57:11  <LordAro> oops
14:57:32  <milek7> https://gist.github.com/Milek7/ae19dbe096854abd4a233eed73376f5c
15:02:15  <milek7> I'm trying to use invite code between two computers behind same nat, not sure if this breaks something?
15:03:26  <glx> it should work, I used client and server on the same machine
15:04:26  <glx> and client had to ask GC to get connection info
15:05:10  <milek7> with asan: https://gist.github.com/Milek7/bcf34cff943b99d30d1ca5631ac5ae32
15:08:52  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9017: Feature: multiplayer without port forwarding https://git.io/JOk7C
15:08:56  <TrueBrain> ^^ should fix both issues
15:09:19  <TrueBrain> and your NAT doesn't implement a MUST according to RFC, and doesn't allow you to connect to yourself over your public IP
15:09:23  <TrueBrain> just so you know :P
15:10:22  <LordAro> this random game i'm running, has "Dunborough" and "Duborough"
15:10:35  <LordAro> i had to put the town windows side by side to work out what was different
15:10:42  <TrueBrain> lolz
15:10:51  <TrueBrain> owh, I didn't evne compile that push .. I BELIEVE IN YOU CODE
15:11:06  <TrueBrain> LordAro: well, the only question is .. why didn't you invite us to play? :P
15:11:28  <LordAro> well i was hoping to reproduce the crash
15:11:34  <TrueBrain> would be nice
15:13:21  <FLHerne> TrueBrain: should test?
15:13:31  <TrueBrain> should test what, sorry?
15:14:23  <FLHerne> ^^ should fix both issues
15:14:32  <TrueBrain> milek7's issues, yes
15:14:36  <FLHerne> Oh, ok
15:14:49  <TrueBrain> hence the "see the line above" marker :)
15:15:09  <TrueBrain> no, if I have any clue how to solve your NAT issue, I will let you know, no worries :)
15:16:21  <FLHerne> How do I remove these? https://www.flherne.uk/files/Screenshot_20210511_161513.png
15:16:31  <TrueBrain> delete key
15:16:47  <TrueBrain> I made it a lot less likely for that to happen in recent PR btw; it annoyed me too much :)
15:16:57  <FLHerne> Could do with a button :p
15:16:59  <TrueBrain> and don't ask me where there is no button to delete entries ......
15:17:08  <TrueBrain> this is not new, so not part of my PR :)
15:17:20  <FLHerne> It seems to have crashed
15:19:05  <TrueBrain> I am happy you are not sure
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15:19:23  <FLHerne> It's hung on exit in some kind of locking screwup https://dpaste.org/cTHL
15:19:35  <FLHerne> Window is open but not redrawing
15:19:50  <FLHerne> I clicked the window manager's (X) button
15:20:14  <TrueBrain> closing OpenTTD on Linux has signal issues
15:20:16  <FLHerne> No idea if it's related to your patches, but I haven't seen this with 1.11.x
15:20:38  <TrueBrain> so closing it via anything other than Exit Game can cause weird issues, I have noticed
15:20:41  <TrueBrain> also with 1.11 :)
15:21:02  <TrueBrain> no clue if that is what you are seeing, but it is possible
15:21:29  <FLHerne> Anyway, every thread is waiting on either ppoll() or __futex_abstimed_wait_common64()
15:21:40  <FLHerne> [whatever the latter one is]
15:21:40  <TrueBrain> sounds like a deadlock to me :D
15:22:22  <TrueBrain> looks like the audio driver is not tearing down
15:22:24  <TrueBrain> dunno
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15:23:47  <peter1138> Connecting to the public IP from internal IPs MUST work?
15:24:02  <FLHerne> aagh
15:24:04  <peter1138> That's news to every single Linux-based NAT set up I've ever used.
15:24:26  <FLHerne> I killed it, and now my entire desktop is rendering about 2fps
15:24:30  <FLHerne> with no CPU load
15:24:50  <peter1138> Have you tried getting a new computer?
15:24:52  <TrueBrain> peter1138: I know right .. as I said, depressing
15:25:02  <TrueBrain> RFC5382, REQ-8: A NAT MUST support "hairpinning" for TCP.
15:25:47  <FLHerne> This is a relatively new computer, but my stupid problems seem to follow me :p
15:25:49  <TrueBrain> https://datatracker.ietf.org/doc/html/rfc5382#section-7.2 in case you want to read the how and why
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15:28:37  <TrueBrain> turns out to be super easy to configure on Linux peter1138 :P
15:28:54  <TrueBrain> I also never knew btw
15:29:06  <TrueBrain> always assumed it doesn't work .. but my current NAT does allow it
15:29:10  <TrueBrain> which made testing this all a lot easier
15:31:28  <peter1138> Yeah, just the usual examples don't do it and don't mention it.
15:36:06  <Rubidium> TrueBrain: I can't find that requirement in the superseding RFC
15:37:18  <Rubidium> so maybe it's not implemented (anymore) because they implemented RFC7857 instead of RFC5382
15:38:13  <TrueBrain> This document updates RFCs 4787, 5382, and 5508.
15:39:45  <TrueBrain> So you cannot implement 7857 without 5382 ;)
15:40:47  <Rubidium> oh joy... if that's the case it sounds too much like work to me ;)
15:41:55  <TrueBrain> These RFCs were lacking details, so they kept stacking new ones to make things more clear
15:41:56  <milek7> it's not a protocol, I find it weird talking about 'implementing' nat from RFCs :P
15:41:57  <TrueBrain> Which is nice
15:42:46  <Rubidium> and I can imagine why so many NATs do it incorrectly because everybody needs to figure out which bits of a whole load of RFCs to apply or not to apply
15:43:00  <peter1138> Okay, my NAT is now RFC5382-compliant, I guess?
15:43:07  <peter1138> I wonder if it still works.
15:43:17  <TrueBrain> Which is normal for RFCs not? :D
15:43:18  <peter1138> Mine is "slightly" complex because I have some non-NAT as well.
15:45:53  <Rubidium> TrueBrain: theres also "obsoletes", see e.g. rfc2460 which obsoletes 1883 and is obsoleted by 8200
15:46:17  <TrueBrain> Yup
15:46:22  <TrueBrain> That is part of the fun!
15:46:44  <Rubidium> though I see many "updated by"s as well, so apparantly it became too unclear so the aggregated all the updates into 8200
15:50:26  <TrueBrain> Pretty common with RFCs honestly
15:50:38  <peter1138> Alright, now that works, now what?
15:50:45  <peter1138> I wonder what didn't work before :D
15:50:46  <TrueBrain> Profit?
15:50:54  <peter1138> Profit? Bad feature.
15:51:12  <TrueBrain> Two SIP phones is one example :p
15:51:22  <TrueBrain> Do you have those? :D
15:51:28  <TrueBrain> You van now call each other!
15:51:33  <peter1138> No, I haven't used a non-mobile phone for years.
15:51:56  <peter1138> My landline is provided as SIP, but I never bothered connecting to it.
15:52:01  <TrueBrain> And, ofc, you can now run a OpenTTD server and client via the GC
15:52:16  <peter1138> Not least because I get free calls via mobile, and not via the landline.
15:53:35  <milek7> will SIP work behind NAT without ALG, though?
15:53:51  <peter1138> Maybe.
15:54:16  <peter1138> Oh right, I should remove my old employer's IPs from the management list.
15:55:12  <peter1138> Just spotted some fail2ban entries too. That's quite handy, having fail2ban block via the router instead of just the machine fail2ban is on.
15:55:48  <peter1138> I wonder if they got anywhere with IPv6 blocking.
16:00:31  <LordAro> i think that got done?
16:01:16  <peter1138> I'll look later
16:01:19  <peter1138> Apparently it's sunny.
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16:01:38  <LordAro> quite a lot of rain and lightning here
16:02:02  <peter1138> I should, perhaps, found out if this jersey and shorts fit.
16:02:55  <milek7> TrueBrain: https://gist.github.com/Milek7/c415be3c0abbea008cb7576f73f92e71
16:04:46  <peter1138> Damn, that's a spare tyre and a half :(
16:19:04  <TrueBrain> yet-another-random-NetworkDisconnect
16:19:08  <TrueBrain> our code is full of those :P
16:20:27  <TrueBrain> anyway, that one is easy to avoid: just wait a bit before you hit Join Game
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16:28:35  <TrueBrain> OverrideManagerBase issue still not fixed?
16:29:02  <TrueBrain> ah, PR in draft
16:29:18  <TrueBrain> that bug is really annoying :P Triggers a lot of tooling to blur out a lot of warnings :D
16:29:26  <milek7> seems switching between public<>invite doesn't work
16:29:26  <milek7> it need cycling through public<>local<invite>
16:29:54  <TrueBrain> ack
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16:51:58  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9226: Fix #9202: Invalid test for unset NewGRF override mapping. https://git.io/JsfiB
16:52:56  <frosch123> did someone explain tb how to newgrf? :p
16:53:12  <TrueBrain> give me good GRFs to GRF with!
16:53:50  <frosch123> we should troll andy, and play with firs1 :p
16:54:00  <TrueBrain> first I need to fix another heap-use-after-free
16:57:52  <TrueBrain> so many quirks in the current network code .. I have wondered a few too many times if it isn't easier to start over :P
16:57:54  <TrueBrain> but yeah .. no
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16:59:54  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #9245: Fix #9243: [Network] For a dedicated server use a fallback client and server name https://git.io/JsfXf
17:01:22  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9245: Fix #9243: [Network] For a dedicated server use a fallback client and server name https://git.io/JsfXc
17:04:36  <DorpsGek> [OpenTTD/OpenTTD] TheDude-gh commented on pull request #9234: UDP query of game script https://git.io/Jsf1f
17:04:55  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #9245: Fix #9243: [Network] For a dedicated server use a fallback client and server name https://git.io/Jsf1t
17:04:58  <DorpsGek> [OpenTTD/OpenTTD] TheDude-gh commented on pull request #9234: UDP query of game script https://git.io/Jsf1m
17:05:42  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #9245: Fix #9243: [Network] For a dedicated server use a fallback client and server name https://git.io/Jsf1n
17:05:55  <DorpsGek> [OpenTTD/OpenTTD] TheDude-gh commented on pull request #9234: UDP query of game script https://git.io/Jsf1W
17:07:15  <TrueBrain> fairly server :D
17:07:15  <TrueBrain> lol
17:07:16  <TrueBrain> sorry
17:07:19  <TrueBrain> nice typo :)
17:07:41  <DorpsGek> [OpenTTD/OpenTTD] TheDude-gh commented on pull request #9234: UDP query of game script https://git.io/Jsf1P
17:08:58  <DorpsGek> [OpenTTD/OpenTTD] TheDude-gh commented on pull request #9234: UDP query of game script https://git.io/Jsf1x
17:09:07  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 closed issue #9243: Cannot join server which has no playername https://git.io/JsvPh
17:09:11  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #9245: Fix #9243: [Network] For a dedicated server use a fallback client and server name https://git.io/JsfXf
17:09:14  <DorpsGek> [OpenTTD/OpenTTD] TheDude-gh commented on pull request #9234: UDP query of game script https://git.io/JsfMe
17:09:18  <TrueBrain> tnx Rubidium
17:09:23  <TrueBrain> (for fixing :D)
17:09:51  <Rubidium> and now I can rebase my settings PR again ;)
17:09:54  <DorpsGek> [OpenTTD/OpenTTD] TheDude-gh commented on pull request #9234: UDP query of game script https://git.io/JsfMm
17:10:12  <Rubidium> unless someone wants to approve it and I can merge it broken into master ;)
17:11:34  <DorpsGek> [OpenTTD/OpenTTD] frosch123 approved pull request #9226: Fix #9202: Invalid test for unset NewGRF override mapping. https://git.io/JsfMl
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17:13:10  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain updated pull request #9017: Feature: multiplayer without port forwarding https://git.io/JOk7C
17:13:14  <TrueBrain> milek7: I think I fixed both issues
17:13:33  <TrueBrain> but especially the cleanup stuff is rather hard in how networking is implemented .. we will see if I had them all :P
17:14:35  <DorpsGek> [OpenTTD/OpenTTD] frosch123 approved pull request #9222: Fix to Polish town names generation https://git.io/JsfDT
17:17:12  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #9244: Fix: [Network] mark server as offline when no longer reachable https://git.io/JsfDi
17:17:17  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9234: UDP query of game script https://git.io/JsfDP
17:17:51  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9234: UDP query of game script https://git.io/JsfDy
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17:18:18  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9234: UDP query of game script https://git.io/JsfDN
17:18:22  <TrueBrain> fucking annoying GitHub ..
17:18:50  <TrueBrain> frosch123: quick, what is the difference between {COMMA} and {NUM}? :)
17:19:15  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #9128: Codechange: use std::string exclusively for settings https://git.io/J3TEL
17:19:34  <DorpsGek> [OpenTTD/OpenTTD] TheDude-gh commented on pull request #9234: UDP query of game script https://git.io/JsfyI
17:19:41  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #9244: Fix: [Network] mark server as offline when no longer reachable https://git.io/Jsv7Y
17:20:20  <Rubidium> 12,345 vs 12345
17:20:42  <TrueBrain> tnx :)
17:21:08  <Rubidium> i.e. the thousands separator
17:21:28  <TrueBrain> that last comment of TheDude makes no sense to me
17:21:36  <TrueBrain> am I missing something?
17:23:37  <TrueBrain> because you don't assign it to a variable, it doesn't need to be resolved? Lol?
17:24:15  <Rubidium> I guess he thinks that
17:24:35  <Rubidium> though I fear in either case both of those headers are required
17:25:01  <TrueBrain> they are, I just chcked myself :P
17:25:47  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9234: UDP query of game script https://git.io/Jsf9I
17:27:08  <TrueBrain> right, building new binaries for 9017 .. frosch123 , found some nice NewGRFs already? :D
17:27:20  <TrueBrain> will you be hosting tonight? :P
17:27:45  <frosch123> yep
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17:27:51  <TrueBrain> takes ~20 minutes for the binaries to cook
17:27:57  <TrueBrain> stupid MacOS
17:28:04  <frosch123> i'll take as long to prepare a map :p
17:28:10  <TrueBrain> :D
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17:33:56  <DorpsGek> [OpenTTD/OpenTTD] TheDude-gh commented on pull request #9234: UDP query of game script https://git.io/JsfHK
17:37:40  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #9235: Fix warnings from LGTM https://git.io/J3jqC
17:38:43  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #9235: Fix warnings from LGTM https://git.io/J3jqC
17:39:50  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9234: UDP query of game script https://git.io/JsfQ0
17:42:11  <glx> let's try adding another flag to cl
17:42:33  <TrueBrain> glx: shouldn't you just look into the problem matcher and fix why it doesn't match? :D
17:42:44  <glx> but it matches
17:42:56  <glx> just the file seems incorrect for github
17:42:57  <TrueBrain> but GitHub fails to link it?
17:43:03  <TrueBrain> lol, that is a stupid bug
17:43:26  * glx tries with the flag to output full path
17:44:50  <glx> Warning: D:\a\OpenTTD\OpenTTD\src\network\core\packet.cpp(394): warning C4267: '=': conversion from 'size_t' to 'PacketSize', possible loss of data <-- looks better, let's wait for the end of CI run
17:45:06  <TrueBrain> TheDude does ask a good question: why do we extend GameInfo to the top, not to the bottom .. that is a bit weird
17:45:07  <frosch123> TrueBrain: server is up
17:45:18  <TrueBrain> but what-ever, forward compatibility is a problem I don't want to bite into :P
17:45:22  <frosch123> someone needs to check whether all grf are on bananas, or whether i messed up :p
17:45:24  <TrueBrain> frosch123: nice :D MacOS is still ... busy
17:45:42  <glx> TrueBrain: because it's easier to fallback ?
17:45:51  <frosch123> i went for a beginner selection of newgrf :p
17:45:56  <TrueBrain> glx: yeah, the switch-statement is easier
17:46:00  <TrueBrain> oh-oh
17:47:10  <glx> https://github.com/glx22/OpenTTD/pull/13/files <-- still running, but it seems to work
17:47:21  <TrueBrain> nice :D
17:47:38  <TrueBrain> it even works for your new code! :P
17:47:41  <glx> just need to do a clean patch
17:47:44  <DorpsGek> [OpenTTD/OpenTTD] embeddedt commented on pull request #9191: Codechange: Disable pointer locking by default https://git.io/Jsf7W
17:47:50  <TrueBrain> ratting you out :D
17:48:03  <glx> well commit checker used to work fine
17:48:08  <glx> nothing changed there
17:49:01  <DorpsGek> [OpenTTD/OpenTTD] TheDude-gh commented on pull request #9234: UDP query of game script https://git.io/Jsf7w
17:49:03  <TrueBrain> and this is why I don't like universal binaries ........ it is like watching paint dry
17:49:46  <TrueBrain> I guess nobody should tell him we already check for -1 in many places :P :D
17:49:50  <TrueBrain> our code is so ugly sometimes :P
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17:52:33  <arikover> hi!
17:54:23  <TrueBrain> https://cdn.openttd.org/openttd-branches/pr9017/20210511-pr9017-g577e77f9ff/ <- come join!
17:54:26  <TrueBrain> help test!
17:54:40  <TrueBrain> (download binary, go to multiplayer, join the only server there)
17:54:56  <DorpsGek> [OpenTTD/OpenTTD] TheDude-gh commented on pull request #9234: UDP query of game script https://git.io/Jsf5R
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17:56:12  <TrueBrain> andythenorth: https://cdn.openttd.org/openttd-branches/pr9017/20210511-pr9017-g577e77f9ff/
17:56:14  <TrueBrain> JOIN!
17:56:16  <TrueBrain> you will love it
17:56:18  <TrueBrain> I promise
17:56:24  <andythenorth> I get the binary
17:59:00  <andythenorth> TrueBrain server is called what now?
17:59:09  <andythenorth> stun you?
17:59:10  <TrueBrain> not mine, and Stun something
17:59:53  * peter1138 back
18:00:24  <FLHerne> TrueBrain: In "Find missing newgrfs", both the missing newgrfs were "<unknown>"
18:00:36  <TrueBrain> FLHerne: takes a bit of time to fetch the data from the server
18:00:39  <FLHerne> Then I clicked "Find missing content online" and they stopped being unknown
18:00:40  <FLHerne> ok
18:00:47  <TrueBrain> I really think it should have a popup menu to show it is connecting ..
18:00:51  <TrueBrain> but .. yeah .. one thing at the time :D
18:01:16  <FLHerne> Hey, I connected
18:01:35  <peter1138> No longer a draft
18:09:43  <peter1138> Hmm, is there something like an UnscaleByMapSize, like we have for zoom levels? :D
18:13:44  <DorpsGek> [OpenTTD/OpenTTD] unbeatable-101 commented on issue #9236: Vehicles do not pass stopped/broken down vehicles https://git.io/J3jij
18:13:56  <DorpsGek> [OpenTTD/OpenTTD] TheDude-gh updated pull request #9234: UDP query of game script https://git.io/J3hW0
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18:56:23  <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #9246: Fix #9242: Tree tick handler did not scale by map size. https://git.io/Jsfjz
18:57:15  <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #9246: Fix #9242: Tree tick handler did not scale by map size. https://git.io/Jsfj6
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19:02:57  <andythenorth> bbls
19:03:18  <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JsJea
19:03:19  <DorpsGek>   - Update: Translations from eints (by translators)
19:03:49  <frosch123> the eints time still surprises me :) what, so early?
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19:07:19  <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #9246: Fix #9242: Tree tick handler did not scale by map size. https://git.io/JsJep
19:10:00  <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #9247: Fix: [Actions] Annotations not shown for MSVC https://git.io/JsJvZ
19:16:18  <peter1138> Oh, my local regression test no longer works :/
19:19:52  <peter1138> Hmm, becuase the regression stuff is not installed?
19:25:50  <LordAro> prob
19:30:11  <peter1138> Okay so regression is 256x256 so it'll just be because the tick starts earlier. Hmm.
19:32:25  <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #9247: Fix: [Actions] Annotations not shown for MSVC https://git.io/JsJUA
19:38:36  <TrueBrain> frosch123: I like these NewGRFs, it makes the game more interesting
19:38:44  <TrueBrain> you need to get farming supplies to boost production
19:38:48  <TrueBrain> but that needs engineering supplies
19:38:50  <TrueBrain> etc etc
19:38:51  <frosch123> glad i did not overload you :)
19:39:11  <TrueBrain> its complicated, but you just have to start somewhere
19:39:27  <frosch123> next time yeti+nuts :p
19:39:45  <TrueBrain> something that does something more interesting with towns would be nice
19:39:48  <frosch123> TrueBrain: i think, fanboys of "firs extreme" just like rediscovering routes everytime :)
19:40:18  <TrueBrain> one thing I absolutely hate, is forgetting to refit
19:40:30  <andythenorth> did you finish?
19:40:34  <frosch123> yep, that's a trap :)
19:40:42  <andythenorth> TrueBrain get grfs that support station refit
19:40:45  <frosch123> but you can use the vehicle list fitler to select a cargo
19:40:48  <peter1138> If you filter by cargo type it'll refit
19:40:52  <frosch123> that shows you the wagons, and also refits on build
19:40:54  <andythenorth> refit in the refit UI is stupid yak-shaving
19:41:00  <andythenorth> it's a horrible UI
19:41:07  <TrueBrain> yeah, I am now doing station refit
19:41:10  <TrueBrain> which feels cheating or something
19:41:13  <peter1138> Which was a lovely desync fest when I first did it... all wrong.
19:41:15  <andythenorth> absolutely not
19:41:16  <TrueBrain> also, it is not really clear if it costs you anything
19:41:21  <andythenorth> but a lot of people think it is
19:41:26  <andythenorth> weird
19:41:37  <TrueBrain> I guess it is free?
19:41:38  <TrueBrain> dunno
19:41:41  <andythenorth> like...it's cheating because you don't have to click through some awful UI
19:41:57  <TrueBrain> it feels like cheating as that is not how the world really works
19:42:03  <andythenorth> refitting once in depot is so weird
19:42:04  <TrueBrain> you don't refit a wagon from oil to water n a station
19:42:06  <FLHerne> You mean the orders UI isn't awful?
19:42:30  <TrueBrain> but I really like the Enhanced and Gung-ho
19:42:33  <TrueBrain> that is just an awesome concept
19:42:40  <peter1138> auto-refit regearing?
19:42:50  <TrueBrain> and I love that airports are expensive as fuck
19:43:48  <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #9247: Fix: [Actions] Annotations not shown for MSVC https://git.io/JsJvZ
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19:44:23  <andythenorth> peter1138 now that would be silly
19:44:30  <andythenorth> also....can't auto-refit subtypes
19:44:32  <andythenorth> so eh
19:44:59  <andythenorth> oh that's why people think it's cheating
19:45:07  <andythenorth> they can't set the correct livery with station refit
19:45:10  * andythenorth remembers
19:46:40  <_dp_> does firs have a storage for supplies now?
19:46:56  <andythenorth> nah
19:47:13  <TrueBrain> Xaroth has a nice idea, when someone else is joining the map, also show the other players (when paused) how far the transfer is
19:47:22  <_dp_> what's that 0 waiting thing then?
19:47:23  <TrueBrain> the data is there , just a matter of GUI and some packet to inform everyone
19:48:07  <frosch123> _dp_: we are playing old school firs
19:48:30  <frosch123> back then it always showed "0 waiting", for any accepted cargo
19:48:41  <TrueBrain> also fun fact, 50% of the current players have IPv6 :P
19:48:44  <_dp_> oh, weird
20:00:23  <TrueBrain> but I dare say, that this PR is nearing completion ..
20:00:31  <TrueBrain> just the Game Coordinator ... but that can wait :P
20:00:38  <TrueBrain> the current version works sufficient for nightlies
20:04:35  <LordAro> is the GC code anywhere public yet? :p
20:04:47  <TrueBrain> no, but if you like, I can make that happen
20:17:04  <LordAro> ¯\_(ツ)_/¯
20:17:19  <peter1138> Regression test regression does not exist (tip: check regression folder for the correct spelling)
20:17:22  <peter1138> Hm
20:18:29  <peter1138> Where does it all need to live? :(
20:23:51  <TrueBrain> @calc 0.0245 * 25
20:23:51  <DorpsGek> TrueBrain: 0.6125
20:24:10  <DorpsGek> [OpenTTD/OpenTTD] embeddedt commented on pull request #9017: Feature: multiplayer without port forwarding https://git.io/JsJ3v
20:26:40  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #9017: Feature: multiplayer without port forwarding https://git.io/JsJ3R
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20:28:42  <peter1138> Okay, I need to copy regression/* to build/ai/
20:28:43  <peter1138> Hmm.
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20:40:43  <DorpsGek> [OpenTTD/OpenTTD] embeddedt commented on pull request #9017: Feature: multiplayer without port forwarding https://git.io/JsJGz
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21:02:11  <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #9246: Fix #9242: Tree tick handler did not scale by map size. https://git.io/Jsfjz
21:07:34  <peter1138> Hmm, is it okay that scenario editor tools bypass the command system?
21:07:53  <frosch123> no multiplayer-scenario editor :)
21:08:22  <frosch123> but yes, cheats and SE bypass the commands
21:11:27  <glx> <@peter1138> Okay, I need to copy regression/* to build/ai/ <-- but cmake should copy everything where it needs to be
21:11:53  <peter1138> glx, is there a step I'm missing to do that?
21:12:18  <glx> it's done during build I think
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21:14:09  <peter1138> Hmm, PlaceTreeGroupAroundTile() doesn't appear to "be a bit picky about which trees go where"
21:15:04  <peter1138> Nor call SetTropicZone() if appropriate.
21:15:24  <peter1138> (#9241)
21:19:09  <DorpsGek> [OpenTTD/OpenTTD] embeddedt opened pull request #9248: Fix: [Emscripten] Force secure WebSockets over HTTPS https://git.io/JsJWz
21:21:34  <DorpsGek> [OpenTTD/OpenTTD] James103 commented on pull request #9248: Fix: [Emscripten] Force secure WebSockets over HTTPS https://git.io/JsJWS
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21:23:39  <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #9235: Fix some of the warnings from LGTM https://git.io/JsJlA
21:24:42  <DorpsGek> [OpenTTD/OpenTTD] embeddedt commented on pull request #9248: Fix: [Emscripten] Force secure WebSockets over HTTPS https://git.io/JsJ8v
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21:46:36  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #9235: Fix some of the warnings from LGTM https://git.io/JsJBP
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21:57:21  <LordAro> i've been semi-playing a game for most of the evening (it's spent most of the time on FFWD), but i have finally managed to make a non-city have the largest population (despite still serving all other towns)
21:59:06  <_dp_> it's kind of how every citybuilder game goes :p
21:59:18  <_dp_> as only towns are claimable
22:07:56  <LordAro> oh this is entirely stock
22:08:11  <LordAro> (well, technically it's TB's STUN branch, but also single player)
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22:12:16  <LordAro> my trains are a bit of a mess, but it's a mountainous alpine map
22:12:39  <_dp_> stock just means there are no extra requirements for growing towns :p
22:12:57  <_dp_> and you can just powerfund it to whatever
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22:13:41  <LordAro> well, quite
22:13:46  <LordAro> i'm not exactly trying
22:13:58  <LordAro> have spent most of the evening on a zoom call and drinking
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22:36:33  <LordAro> did the news ticker not used to scroll really fast on FFWD?
22:36:38  <LordAro> or am i making that up?
22:37:46  <LordAro> https://pasteboard.co/K1sAG7U.png that title is definitely wrong
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