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Log for #openttd on 18th August 2021:
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10:51:36  <DorpsGek> [OpenTTD/OpenTTD] J0anJosep opened pull request #9497: Fix 659989af45: Set appropriate town window dirty when building/removing airports. https://git.io/J03Fe
10:53:51  <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #9497: Fix 659989af45: Set appropriate town window dirty when building/removing airports. https://git.io/J03Nt
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10:59:17  <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #9497: Fix 659989af45: Set appropriate town window dirty when building/removing airports. https://git.io/J0sek
10:59:50  <glx> As I understand it, when you commit any change to english.txt, manually triggering eints is required for the changes appear
11:00:53  <michi_cc> Really? Or only if you don't want to wait till the next scheduled run?
11:01:07  <glx> And eints will then remove/rename
11:01:24  <glx> Yes the next schedule will do it to
11:02:53  <TrueBrain> glx: in this case it was more a question of: does it notice I added a {RAW_STRING} and does it invalidate correctly :)
11:02:59  <TrueBrain> but the answer appears to be: yes, yes it does
11:04:10  <TrueBrain> too used to WT2 and WT3 which didn't :P
11:06:40  <LordAro> how long has eints been used now? :p
11:07:06  <TrueBrain> like you knew the answer :P
11:07:35  <TrueBrain> at least I have an excuse: I didn't do any C++ development for years; how about yours? :D :D :D
11:07:40  <TrueBrain> <3
11:08:38  <LordAro> eints isn't C++ and i've had very little involvement in the project :p
11:09:52  <TrueBrain> you only interact with eints when doing C++ work, is what I meant of course :P You silly :)
11:11:43  <TrueBrain> https://cdn.discordapp.com/attachments/273533192601075712/877509985028956170/unknown.png <- I see we are not the only one who could work on their error messages :P
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11:40:04  <DorpsGek> [OpenTTD/OpenTTD] J0anJosep dismissed a review for pull request #9497: Fix 659989af45: Set appropriate town window dirty when building/removing airports. https://git.io/J03Nt
11:40:07  <DorpsGek> [OpenTTD/OpenTTD] J0anJosep updated pull request #9497: Fix 659989af45: Set appropriate town window dirty when building/removing airports. https://git.io/J03Fe
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11:57:53  <DorpsGek> [OpenTTD/OpenTTD] J0anJosep opened pull request #9498: Fix a18188a: "Meaningful" is misspelled in landscape grid documentation. https://git.io/J0Gcl
11:59:35  <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #9498: Fix a18188a: "Meaningful" is misspelled in landscape grid documentation. https://git.io/J0G8p
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12:15:05  <DorpsGek> [OpenTTD/OpenTTD] LordAro merged pull request #9498: Fix a18188a: "Meaningful" is misspelled in landscape grid documentation. https://git.io/J0Gcl
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12:24:46  <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #9497: Fix 659989af45: Set appropriate town window dirty when building/removing airports. https://git.io/J0ZcT
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12:33:36  <DorpsGek> [OpenTTD/OpenTTD] michicc merged pull request #9497: Fix 659989af45: Set appropriate town window dirty when building/removing airports. https://git.io/J03Fe
12:39:32  <peter1138> Urgh, when someone video calls you and expects you to be reading the email they just sent.
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15:06:43  <Samu> i updated visual studio and now im unable to select a startup item
15:17:00  <Samu> stupid visual studio, sometimes it sucks
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15:21:43  <Samu> what do i do when this happens? https://i.imgur.com/mbFCc2V.png
15:24:20  <glx> clear cmake cache ?
15:29:01  <Samu> how do i clear it?
15:29:38  <Samu> i tried to generate the configurations again but the targets are still empty
15:29:50  <Samu> select startup item still empty
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15:40:14  <glx> under project menu, you can delete cmake cache
15:58:15  <Samu> Delete Cache is grayed out
15:58:46  <Samu> https://i.imgur.com/R2Pxlpe.png
15:59:18  <glx> seems cache generation is not really finished
16:00:14  <Samu> really? i went to eat these last 20 minutes
16:00:26  <Samu> left visual studio open, didn't seem to be doing anything
16:01:09  <Samu> C++ IntelliSense information will refresh after gathering information from CMake.    Cancel   -   Settings
16:01:16  <Samu> this is stuck
16:04:31  <glx> ahah I have the same after updating, I should be on x64-debug (as selected in msvc), but cmake ran for arm64 (I have more than 10 cmake configurations)
16:05:09  <Samu> so, microsoft screwed up
16:05:37  <Samu> i clicked Cancel, nothing happens
16:06:01  <glx> yeah seems they manage to break cmake support in 16.11.1, 16.11.0 worked fine
16:06:25  <michi_cc> Well, now I know why I always let cmake generate the solution for me :D
16:11:15  <Samu> im doing a Repair Visual studio
16:11:19  <Samu> let's see what happens
16:12:15  <Samu> or maybe i'll just download visual studio 2022
16:12:21  <Samu> will see
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16:16:46  <glx> https://developercommunity.visualstudio.com/t/CMake-cache-generation-hangs-after-upg/1505033 <-- at least they are aware of the issue
16:17:11  <Samu> "C++ IntelliSense information will refresh after gathering information from CMake.    Cancel   -   Settings " this message is stuck
16:17:25  <Samu> after a repair, still stuck
16:17:48  <glx> yes it's a bug in 16.11.1 so repairing won't fix it
16:19:07  <Samu> ok, will wait for a fix then
16:19:40  <Samu> if it still doesn't get fixed, i'll try vs2022
16:27:21  <Samu> wow, my ai works on 12.0
16:27:55  <glx> it's just a promoted nightly :)
16:28:00  <LordAro> were you expecting it not to?
16:28:34  <Samu> it is using some api functions that were merged just last week
16:28:53  <glx> yes, as said it's a promoted nightly
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16:59:59  <Samu> problems with 12.0 -> https://i.imgur.com/GOc5zkP.png
17:00:09  <Samu> ppl join my game but get general timeout
17:03:46  <Samu> https://developercommunity.visualstudio.com/t/CMake-cache-generation-hangs-after-upg/1505033#T-N1507462
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17:03:48  <Samu> nice
17:07:52  <Samu> can i make a request? when i create a server, i should be put into spectator
17:09:27  <glx> create a dedicated server then
17:09:38  <Samu> ...and show up the Online Players window
17:09:42  <Samu> oh :(
17:09:56  <glx> when creating a non dedicated you are expected to want to play
17:11:37  <Samu> doesn't do the same as join server
17:15:20  <glx> haha drop message in your screeshot are funny, string parameters are not replaced
17:35:38  <Samu> https://github.com/OpenTTD/OpenTTD/blob/master/src/network/network_server.cpp#L1665
17:35:47  <Samu> i can't fix it
17:36:17  <Samu> visual studio issue
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17:46:14  <Samu> the Alex client seems to be playing without connection issues now
17:47:02  <Gustavo6046> Vomiting trees always works :D
17:50:20  <Samu> ai/game script debug is available in multiplayer?
17:50:25  <Samu> interesting
17:50:56  <Samu> if some AI uses Break, it will pause for everyone, seems bad
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18:53:05  <DorpsGek> [OpenTTD/OpenTTD] nchappe opened pull request #9499: Fix 2f9c48b: [Linkgraph] Delete links served only by stopped or crashed vehicles https://git.io/J0uol
18:53:48  <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/J0uKI
18:53:49  <DorpsGek>   - Update: Translations from eints (by translators)
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19:13:57  <Samu> strange, in multiplayer, AIs look as if they're idle for long periods
19:16:13  <Samu> hmm, need to  test this in singleplayer
19:16:31  <Samu> there's something strange with my AI, idling for too long
19:20:23  <Samu> it's something in the aircraft code that's taking too much time, I wonder what
19:40:37  <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #9499: Fix 2f9c48b: [Linkgraph] Delete links served only by stopped or crashed vehicles https://git.io/J0zBK
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