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00:01:03 <reldred> (all good, I know not everything pans out ๐ ) 00:01:45 <JGR> These things take time 00:01:49 <Pruple> reldred: there's still BAD FEATURES ๐ 00:01:54 <reldred> however, who do I have to bribe to help him? 00:02:14 <reldred> Pruple: i want mORE, MORE BAD FEATURES 00:03:20 <DorpsGek> [OpenTTD/OpenTTD] NyanGoat commented on issue #10298: [Bug]: Jukebox not playing all instruments https://github.com/OpenTTD/OpenTTD/issues/10298 00:15:40 <petern> I'm good at them. 00:15:53 <petern> Or at least, starting them. 00:20:40 <imlegos> NyanGoatviaGitHub: Someone in the thread managed to fix the midi file? 00:29:44 *** sla_ro|master has quit IRC 00:45:03 *** Wormnest has quit IRC 01:23:21 *** Wormnest has joined #openttd 01:34:17 <DorpsGek> [OpenTTD/OpenTTD] wholepuncher updated pull request #9852: Fix #9810: 'Rebuilding' a through road stop costs money. https://github.com/OpenTTD/OpenTTD/pull/9852 01:40:31 *** WormnestAndroid has joined #openttd 01:42:50 <reldred> Question; are the eight direction frences a railtypes specific feature? or can I make a .grf that just replaces the default fences with eight direction fences instead of the default ones that just use four sprites+offsets? 01:54:20 <Pruple> the 16 sprite version is only available with a railtype action 3 01:54:55 <Pruple> as a global replacement you're stuck with the old TTD 8 sprite version 01:54:55 <reldred> Gotcha 01:55:06 <reldred> Oh yeah hills forgot about those 01:58:43 *** supermop_Home has joined #openttd 01:58:49 <supermop_Home> yo 02:06:41 <Pruple> yoyo 02:07:10 <Pruple> okay, serious* question 02:07:24 <Pruple> has anyone in the history of the world ever used planespeed 2 or 3? 02:07:41 <Pruple> and if so, what's wrong with them? 02:08:04 <glx[d]> I think most directly switched from 1 to 4 02:08:20 <Pruple> exactly 02:10:14 <Pruple> I'm standardising and publishing my cost formulas, and trying to simplify them as much as possible. tempted to get rid of the multiplier for planespeed factor 02:10:55 <Pruple> would make aircraft less profitable if you have planespeed < 4, but wasn't that the point of nerfing planespeed in the first place? ๐ 02:13:59 <supermop_Home> I got stuck in a neutron star or something 02:14:01 <supermop_Home> https://xkcd.com/2712/ 02:18:55 <reldred> I use whatever setting AV8 doesn't whinge about. 02:19:09 <reldred> so if it's wrong I blame you Pruple 02:21:21 <Pruple> okay, so I've gone from having multipliers for planespeed, multipliers for pax vs freight, and different speeds for 5 different phases; on the ground, taking off, cruising, circuit, and landing... 02:21:38 <Pruple> to 100% when flying, 50% in the circuit, and 25% on the ground 02:21:47 <Pruple> and I'm sure no-one will notice the difference ๐ 02:32:50 <kamnet> imlegos: No, the midi file is not fixed (and legally cannot be fixed and distributed). A change to the openttd.cfg file can restore it 02:35:23 <imlegos> ah... 02:40:28 <DorpsGek> [OpenTTD/OpenTTD] kevinfields777 commented on issue #10298: [Bug]: Jukebox not playing all instruments https://github.com/OpenTTD/OpenTTD/issues/10298 02:57:30 *** Wormnest has quit IRC 02:58:39 *** Wormnest has joined #openttd 03:27:42 *** D-HUND has joined #openttd 03:27:53 *** Wormnest has quit IRC 03:31:03 *** debdog has quit IRC 04:01:55 *** aaaa has joined #openttd 04:03:52 *** aaaa has quit IRC 04:04:28 <DorpsGek> [OpenTTD/OpenTTD] krysclarke commented on issue #10310: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/issues/10310 04:15:15 *** TROILUS has quit IRC 04:15:16 *** TROILUS7 has joined #openttd 04:15:16 *** TROILUS7 is now known as TROILUS 04:18:32 *** TROILUS8 has joined #openttd 04:18:40 *** D-HUND is now known as debdog 04:21:05 *** TROILUS has quit IRC 04:21:06 *** TROILUS8 is now known as TROILUS 04:23:27 <supermop_Home> idea: 128x2048 map with island in the middle, and rump landmasses at either end with various industries / bulk terminals 04:27:51 <supermop_Home> want to order more storage bins from Germany to keep stuff in while waiting to get into apartment, but this company is such a pain to deal with 04:28:18 <supermop_Home> they will sell to US customers, but only for local pickup 04:29:48 <supermop_Home> any shipment is such a hassel via a freight forwarding service that feel compelled to order more than I can really justify 05:00:51 *** Flygon has joined #openttd 05:43:16 *** keikoz has joined #openttd 07:26:02 *** sla_ro|master has joined #openttd 07:58:35 <kamnet> supermop_Home: When I get round to revamping my Early Empires map, one end of the map (512x1024 or 2048) is going to have a bulk terminal as the only secondary industry and you have to use ships to get it. The only primary industry is agriculture. Everything else you'll have to fund yourself. 08:57:35 *** HerzogDeXtEr has joined #openttd 09:19:43 *** Flygon has quit IRC 09:20:30 *** Flygon has joined #openttd 10:41:42 *** Tirili has joined #openttd 10:52:13 <TallTyler> Sounds like Industries of the Caribbean, but less weird 11:09:45 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #10298: [Bug]: Jukebox not playing all instruments https://github.com/OpenTTD/OpenTTD/issues/10298 11:15:27 *** _aD has joined #openttd 11:17:52 <petern> Hmm, CPU clocks not dropping again. Stupid computer ๐ 11:34:03 *** murr4y has quit IRC 11:35:51 *** _aD has quit IRC 11:38:46 *** murr4y has joined #openttd 11:50:45 <petern> Haha, phone scammer just to me to f*** myself due to wasting his time. 11:51:37 <pickpacket> hahaha 11:54:57 <LordAro> nice 12:20:42 *** Samu has joined #openttd 12:27:41 <DorpsGek> [OpenTTD/OpenTTD] George-VB opened issue #10320: [Bug]: Wrong capacity for ARV's parts https://github.com/OpenTTD/OpenTTD/issues/10320 12:30:11 <petern> Oh no. 12:33:09 <FLHerne> huh, names from the distant past :p 12:41:15 *** _aD has joined #openttd 12:48:48 <glx[d]> Duplicate ? 12:49:11 <petern> Of? 12:56:09 <petern> Looks like when you filter by cargo type, `GetArticulatedVehicleCargoesAndRefits` applies that in some way on top. 12:56:59 <glx[d]> Of #10032 12:57:04 <petern> (Presumably because you can have refits that change capacity for the same cargo) 12:57:30 <petern> Ahhhh yes. 12:58:00 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #10320: [Bug]: Wrong capacity for ARV's parts https://github.com/OpenTTD/OpenTTD/issues/10320 12:58:03 <DorpsGek> [OpenTTD/OpenTTD] PeterN closed issue #10320: [Bug]: Wrong capacity for ARV's parts https://github.com/OpenTTD/OpenTTD/issues/10320 13:05:50 <petern> Hmm, given this function is only called for the buy menu, not sure any of it makes sense. 13:07:56 <petern> Oh well, blame me probably ๐ 13:13:30 <petern> We should never have implemented NewGRF 13:21:21 <andythenorth> Debatable ๐ 13:22:25 <petern> Don't debate it, nothing will ever happen. 13:27:52 * pickpacket is happy the NewGRF is implemented 13:28:00 <pickpacket> s/the/that 13:28:41 <DorpsGek> [OpenTTD/OpenTTD] kevinfields777 commented on issue #10298: [Bug]: Jukebox not playing all instruments https://github.com/OpenTTD/OpenTTD/issues/10298 14:49:12 <TallTyler> Anyone know why preview builds are failing on #9852? 14:53:57 *** _aD has quit IRC 14:54:28 <michi_cc[d]> `fatal: detected dubious ownership in repository at '/__w/OpenTTD/OpenTTD'` from https://github.com/OpenTTD/OpenTTD/actions/runs/3843066541/jobs/6544992316#step:5:10 14:56:21 <michi_cc[d]> I see in the Checkout step that the the "magic" setting to remove the ownership check is done, but apparently for whatever reason it has no effect. 15:11:44 <petern> it might be needed again, if the state from the checkout step is removed for safety? 15:12:08 <petern> (ensuring secrets are not passed around) 15:12:30 <petern> Although, of course it all used to work. Hm. 15:22:17 <Rubidium> has it gotten broken on other PRs as well? 15:24:01 <TallTyler> Yes, #10018 15:24:49 <TallTyler> And #9011, back in November, although I feel like other things have succeeded since then 15:37:26 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #9852: Fix #9810: 'Rebuilding' a through road stop costs money. https://github.com/OpenTTD/OpenTTD/pull/9852#pullrequestreview-1237604618 15:41:04 <Rubidium> I can't see a clear moment things started failing. For some it's a month ago, but then another succeeded two weeks ago... 15:45:56 <LordAro> might depend on how the underlying git version has been rolled out across GHA and/or the relevant images 15:46:09 <LordAro> it's a particular new git version that added the change 15:48:02 <petern> That changed messed me up, cos I had some git repos on mapped network shares. 15:48:40 <petern> So I access it via `P:\repository` but it gets mapped to `\server\p\repository` and it never matches. 15:49:24 <LordAro> it's broken almost every CI i've been involved in at some point 15:49:29 <LordAro> it's very irritating 16:07:30 <petern> I'm half-tempted to create custom docker images for the CI I use. 16:07:52 <petern> That means more maintenance though. 16:08:06 <petern> And if you then need a CI to build the image that the CI relies on... um... 16:08:08 <LordAro> just think how fast those builds will be though if you preinstall dependencies! 16:08:15 <petern> Yes 16:09:00 <petern> No joke, restoring nuget packages and installing the build tools on top of the dotnet image takes a while. 16:10:08 <petern> And because this CI doesn't keep any data outside of the working directory between steps, so I have to install tools, restore nuget, and build in one "step" 16:10:42 <petern> 1:31 to build a dotnet solution is quite a lot. 16:11:21 <LordAro> is that one hour, or one minute? 16:11:35 <LordAro> because one minute really isn't a long time 16:11:37 <petern> minute ๐ 16:11:45 * LordAro looks sadly at his 90 minute build times 16:11:54 <petern> Ouch 16:14:20 <LordAro> well, strictly speaking the actual build takes about 20 minutes, all the other stuff takes the rest of the time 16:14:33 <LordAro> and that's to say nothing of the ~3 hours of test time 16:14:56 <LordAro> and this is *after* generating our own docker images 16:15:12 <LordAro> that each contain at least 4 compilers 16:15:39 <petern> Considering last month I was just building on my desktop, and manually (running a script that uses rsync) to deploy... this CI is better, even if slower. 16:16:20 <LordAro> mm 16:16:21 <petern> I deploy to test on merge into main, and deploy to production on tag. This means production is now always commit, merged and released code. 16:16:29 <LordAro> automation is love, automation is life 16:16:43 <petern> Before, I did occasionally do a fix and deploy it before merging it in. 16:16:51 <petern> yolo 16:17:08 <petern> If I had a team I would never have done that, of course. Of course. 16:17:16 <LordAro> Of Course. 16:19:28 *** TROILUS0 has joined #openttd 16:20:34 <TallTyler> My upcoming project has to touch stuff in worldgen GUI...can we merge #10093 so I don't have to do things twice? ๐ 16:22:46 <petern> Do we getting a button to take us to advanced world generation settings? 16:23:27 <TallTyler> Not yet ๐ 16:23:35 <TallTyler> Just changing calendar speed from worldgen 16:24:43 *** TROILUS has quit IRC 16:24:43 *** TROILUS0 is now known as TROILUS 16:35:10 <petern> Huh, playing a fast-spaced staccato phrase in _pp_ is quite tricky. 16:36:19 *** gelignite has joined #openttd 16:44:00 *** Etua has joined #openttd 16:45:28 <glx[d]> TallTyler: I think updating emsdk version is the root cause 16:46:13 <glx[d]> And it's a pain to test preview workflow as it's not triggered until merged 16:49:12 <petern> It's all a bit magic. 16:54:39 *** Flygon_ has joined #openttd 17:02:13 *** Flygon has quit IRC 17:12:45 *** Etua has quit IRC 17:47:23 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #10321: Fix: prevent corrupted GRF files to allocate stupid amounts of memory https://github.com/OpenTTD/OpenTTD/pull/10321 17:49:19 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #10317: CodeQL triggered clean ups https://github.com/OpenTTD/OpenTTD/pull/10317 17:49:22 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #10299: Enable CodeQL code scanning https://github.com/OpenTTD/OpenTTD/pull/10299 17:51:56 <petern> Going to test the cat GRF with 10321 ๐ 17:58:00 *** Wormnest has joined #openttd 17:58:39 <LordAro> petern: didn't get a place for APN :( 17:59:42 *** nielsm has joined #openttd 18:18:08 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #10299: Enable CodeQL code scanning https://github.com/OpenTTD/OpenTTD/pull/10299 18:18:33 <Rubidium> petern: yes please ;) I assume it's a huge GRF :D 18:18:40 *** nielsm has quit IRC 18:19:21 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #10299: Enable CodeQL code scanning https://github.com/OpenTTD/OpenTTD/pull/10299 18:19:43 *** nielsm has joined #openttd 18:20:02 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #10299: Enable CodeQL code scanning https://github.com/OpenTTD/OpenTTD/pull/10299 18:21:50 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #10299: Enable CodeQL code scanning https://github.com/OpenTTD/OpenTTD/pull/10299#issuecomment-1372574446 18:22:12 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #10321: Fix: prevent corrupted GRF files to allocate stupid amounts of memory https://github.com/OpenTTD/OpenTTD/pull/10321#pullrequestreview-1237844275 18:24:24 <petern> Big cats still work :p 18:25:25 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1060625082214514728/image.png 18:26:32 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #10321: Fix: prevent corrupted GRF files to allocate stupid amounts of memory https://github.com/OpenTTD/OpenTTD/pull/10321 18:26:34 <petern> They're probably segmented, I didn't check. 18:27:00 <petern> Ah yup, so not very big at all. Never mind ๐ 18:28:12 <Eddi|zuHause> are they objects? 18:28:30 <Rubidium> those look smaller than ~3000x3000 pixels, so they should be fine :) 18:29:58 <TallTyler> Even if it didnโt Iโd argue that big cats arenโt that important to support ๐ 18:35:17 <Eddi|zuHause> blasphemy! 18:42:50 *** Flygon_ has quit IRC 18:44:26 <petern> HOW DARE 18:44:48 <dP> check that auzind still works :p 18:46:03 <dP> it definitely allocates stupid amounts of memory :p 18:46:12 <dP> not in one sprite though so likely still fine 18:47:38 <petern> I think you'd hit sprite sorter limits before then tbh. 18:48:01 <dP> yeah, that's usually what happens with auzind 18:48:04 <petern> I seem to remember there being a height limit, and width is limited to being within a tile or so. 18:48:06 <petern> Oh 18:48:49 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/58068883f81d9c73132fa1d81aa582efe5f42172 18:48:50 <DorpsGek> - Update: Translations from eints (by translators) 18:49:11 <dP> oh, actually, no, it hits sprite cache limits, not sprite sorter 18:49:50 <dP> sprite sorter doesn't have any limits iirc 18:50:02 <dP> other than eternity xD 18:50:37 <petern> Well not really sprite sorter, more viewport limits. 18:51:00 <petern> There's a limit to how far "down" it goes. 18:51:33 <dP> yeah, but isn't that just a glitch territory, not a hard limit? 18:51:52 <petern> MAX_TILE_EXTENTS_* 18:51:54 <petern> Er 18:51:57 <petern> formatting :/ 18:52:16 <dP> iirc azind just does exactly max size sprite for each tile xD 18:52:45 <petern> TBH, Overlapping tiles left and right is a bad idea, even with bounding boxes in place. 18:53:00 <Rubidium> dP: though is *one* sprite so big it fills more than a 4k monitor worth of pixels? 18:53:43 <petern> Hmm, what should I use to listen to a podcast on PC... 18:54:06 <DorpsGek> [OpenTTD/OpenTTD] PeterN approved pull request #10321: Fix: prevent corrupted GRF files to allocate stupid amounts of memory https://github.com/OpenTTD/OpenTTD/pull/10321#pullrequestreview-1237888466 18:55:29 <Rubidium> those auzind NewGRFs are 13 and 14 MB, so... they need to be at least 5 times bigger and contain only one sprite to be able to trigger the threshold. I guess we're safe :) 18:59:43 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #10309: [Bug]: SDL2 driver goes to random resolution after fullscreen https://github.com/OpenTTD/OpenTTD/issues/10309 19:02:30 *** Wolf01 has joined #openttd 19:03:45 <TallTyler> https://cdn.discordapp.com/attachments/1008473233844097104/1060634728258080778/crash.zip 19:03:45 <TallTyler> Okay, I'm getting a weird crash in my "calendar progress speed" branch. Can anyone help diagnose? Here's the whole branch code: https://github.com/2TallTyler/OpenTTD/commits/tyler_ruins_time 19:03:45 <TallTyler> I have already tried setting `MILLISECONDS_PER_TICK` back to 30, but that didn't help. 19:04:09 <TallTyler> Interestingly, when I Ctrl+click on New Game to skip the world generation screen, it doesn't crash. So the problem is in there somewhere? 19:05:08 <TallTyler> The commit which touches genworld.cpp is here: https://github.com/2TallTyler/OpenTTD/commit/fd1e5400d2614f8311d66d8948e1718c2ba8f79d 19:07:06 <JGR> Most likely you've got a SetDParam wrong or missing 19:07:57 <DorpsGek> [OpenTTD/website] NyanGoat opened issue #245: Many (or all) redirects not working https://github.com/OpenTTD/website/issues/245 19:11:41 <JGR> WID_CS_CALENDAR_PROGRESS_SPEED_TEXT looks suspicious 19:12:03 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #10321: Fix: prevent corrupted GRF files to allocate stupid amounts of memory https://github.com/OpenTTD/OpenTTD/pull/10321 19:13:01 <TallTyler> Line 1148? 19:16:00 <JGR> STR_JUST_STRING doesn't seem right when the the string has a parameter 19:16:12 <JGR> WID_GL_START_DATE_TEXT seems to be duplicated, but with different string codes as well? 19:16:45 <TallTyler> Oh, that second one is probably the problem 19:16:52 <JGR> Line 1393 and 165 - 170 19:17:19 <TallTyler> The code is copied from my previous attempt at this patch, which split the Technology date into a new system instead of this attempt which splits the Economy date 19:18:29 <JGR> Line 316 - 321 seems to be similar 19:19:08 <TallTyler> Yes, it's defined twice for Scenario Editor and GenWorld 19:19:19 <TallTyler> Crash fixed - thanks for the sharp eye! ๐ 19:24:45 <JGR> No problem ๐ 19:30:02 <TallTyler> Okay experts, how does C++ handle decimal numbers partway through calculations? If I set the setting above 100 (doesn't matter if it's 101 or 7,400) the days progress infinitely fast, leading me to believe that the calculation is DAY_TICKS * 0. 19:30:02 <TallTyler> if (++_date_fract < DAY_TICKS * (100 / _settings_game.economy.calendar_progress_speed)) return; 19:30:37 <TallTyler> Oh, is it just doing integer division immediately? 19:30:48 <TallTyler> What's a safe decimal type to cast these to? 19:30:49 <JGR> `(DAY_TICKS * 100) / _settings_game.economy.calendar_progress_speed` s better 19:31:16 <JGR> There is no decimal type 19:31:49 <TallTyler> Ah, right 19:32:05 <JGR> You can calculate using a different number basis if you need to, but I wouldn't bother unless you really need that 19:32:59 <TallTyler> By decimal type I meant float/double/etc but forget which of those are network-safe, and which exist in C++. I've been writing a lot of C# lately... 19:33:14 <TallTyler> But just restructuring the equation is a better solution anyway ๐ 19:33:34 <JGR> float/double should be avoided for anything which needs to be synchronised between multiplayer instances 19:33:53 <TallTyler> That's the big thing I've learned here ๐ 19:34:09 <JGR> There are many footguns around this 19:58:58 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #10298: [Bug]: Jukebox not playing all instruments https://github.com/OpenTTD/OpenTTD/issues/10298 19:59:51 <petern> Obvious solution for that is `(DAY_TICKS * 100) / _settings_game.economy.calendar_progress_speed` 20:00:28 <petern> But whether that'll work as you intend is another matter. 20:00:53 <petern> See, I managed to miss JGR saying the same thing 20:06:31 <DorpsGek> [OpenTTD/OpenTTD] michicc updated pull request #10314: Codechange: Don't use a dense matrix to store LinkGraph edges. https://github.com/OpenTTD/OpenTTD/pull/10314 20:23:57 <DorpsGek> [OpenTTD/BaNaNaS] frosch123 opened pull request #122: Remove: 'Highspeed Trains' due to violations. https://github.com/OpenTTD/BaNaNaS/pull/122 20:25:01 <DorpsGek> [OpenTTD/BaNaNaS] TrueBrain approved pull request #122: Remove: 'Highspeed Trains' due to violations. https://github.com/OpenTTD/BaNaNaS/pull/122#pullrequestreview-1238000113 20:28:31 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #10299: Enable CodeQL code scanning https://github.com/OpenTTD/OpenTTD/pull/10299#issuecomment-1372707641 20:29:22 *** arikover has joined #openttd 20:34:13 <TrueBrain> meh, too bad `paths-exclude` doesn't work for `cpp` in CodeQL .. that would remove all those warnings from the generated files 20:37:10 <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on pull request #10314: Codechange: Don't use a dense matrix to store LinkGraph edges. https://github.com/OpenTTD/OpenTTD/pull/10314#issuecomment-1372716145 20:39:01 <frosch> does someone know why preview builds are broken since last week? 20:39:20 <frosch> https://github.com/OpenTTD/OpenTTD/actions/workflows/preview_build.yml 20:42:34 <TrueBrain> What a weird error 20:43:18 <petern> Yeah it's ignoring the safe.directory added in Checkout. 20:44:05 <petern> I wonder if the git config no longer persists across steps? 20:44:51 <glx[d]> git in workspace vs git in docker image I'd say 20:46:47 <glx[d]> or `Temporarily overriding HOME='/__w/_temp/07fa0be3-e6f7-48bd-94b6-abba1bba4f40' before making global git config changes` now affects only the checkout step 20:47:21 <TrueBrain> We did update emscripten ofc, so also the OS of the docker updated .. might be related 20:47:33 <TrueBrain> Just rather unexpected to see this ๐ 20:48:53 <glx[d]> anyway it's easy to add `git config` line in the workflow, but it's untestable before merge 20:50:16 <TrueBrain> You could run it in your fork to test, if you like 20:51:04 <glx[d]> oh true 20:59:29 *** borishiro has joined #openttd 21:06:46 <borishiro> Hi, I'm new to IRC and openttd channel in particular. Are there any subtopics or is it just one and only channel for any communication purpose? 21:09:30 <Pruple> there are other channels on the discord, but afaia just the one IRC channel 21:20:46 <dP> JGR: `_settings_game.economy.calendar_progress_speed * ++_date_fract < DAY_TICKS * 100` even better 21:28:28 *** eltsimoto has joined #openttd 21:32:44 <eltsimoto> d 21:33:03 <borishiro> thanks 21:33:18 *** eltsimoto has quit IRC 21:33:59 <TallTyler> https://cdn.discordapp.com/attachments/1008473233844097104/1060672536607727686/perminute.png 21:34:16 <TallTyler> Almost time for a draft PR, perhaps 21:34:50 <TallTyler> (for proof of concept before I finish converting everything else to real-time) 21:36:00 <EmperorJake> Real time? Does this mean gameplay can be completely separated from the calendar like in Transport Fever 2? 21:37:04 <andythenorth> can we make it more chill? 21:37:07 <andythenorth> last hour? ๐ 21:37:10 <andythenorth> less dopamine crap 21:39:20 <TallTyler> EmperorJake: Yes, thatโs exactly what Iโm doing 21:39:50 *** _aD has joined #openttd 21:40:20 <TallTyler> Itโs a percentage of default speed, anywhere from 0% (stopped) to 7400% (memes? idk) 21:40:37 <EmperorJake> Great, maybe we won't need daylength anymore 21:40:48 *** gelignite has quit IRC 21:41:14 <TallTyler> It includes a slight change to milliseconds per tick to match TTD and make one month almost exactly a minute - from the current 2.2 seconds per day to 1.99 seconds per day 21:41:59 <TallTyler> I have no idea how much Iโll screw up JGRPP doing this, but yeah, this would be how vanillaโs alternative to daylength 21:42:21 <Gwyd> 7400% calender speed? Sounds useful 21:42:50 <TallTyler> Iโll also probably add some base game scalars to industry and town production, but thatโs a totally separate PR than this probably to come shortly afterward 21:42:51 <EmperorJake> I'll probably still use daylength because I like the slower paced production and ratings changes, which I assume this patch won't affect 21:43:30 <nielsm> (the way of doing it that I personally like, because it removes all questions of "does the industry production rate change when the calendar progression rate changes?" - the two are no longer linked at all) 21:44:09 <EmperorJake> Yes, maybe station rating decay could be its own setting too 21:44:14 <TallTyler> Thanks for your NoCalendar branch by the way, that was where I started all this ๐ 21:46:03 <TallTyler> The issue with station ratings and both town and industry production is โNewGRF can do that so we should never touch itโ โ not a death sentence but definitely a longer conversation 21:47:03 <TallTyler> Iโm personally in favor of doing sweeping features like those in vanilla rather than forcing NewGRF authors to design their own janky implementations, but thatโs just me ๐ 21:47:21 <andythenorth> do we include a scaling for vehicle intro dates? 21:47:24 <andythenorth> or does grf do that? 21:47:30 <TallTyler> What is that? 21:47:31 <nielsm> yeah, I'm hard in the came of, "if you want production rates or station ratings to behave differently, then use a NewGRF" 21:48:29 <nielsm> andythenorth: the idea is that you still have a calendar, which affects introduction of vehicle introduction etc., but the rate of calendar progression is decoupled from the rate of the game economy 21:49:15 <nielsm> everything runs on "per minute", so you can measure cargo production in units per minute, vehicle speed in tiles per minute, and so on, and those never change 21:49:31 <nielsm> ("per minute" being wall clock minutes at 1.00 simulation speed) 21:49:31 <petern> TallTyler: Ooh controversial ๐ 21:49:32 <imlegos> So, in turn you could have the date change slower but the economy stays the same or even gets faster 21:50:48 <petern> What most people want from daylength is "more time between new engines coming out. 21:50:51 <nielsm> you could even express the calendar speed in something like "minutes of calendar year" 21:50:55 <imlegos> Would be neat if you could see an industry's production in both real time and in-game increments, but that's not the goal here 21:51:15 <nielsm> imlegos: that's something NewGRF can already do 21:51:19 <andythenorth> petern: this 21:51:24 <andythenorth> which can can be done in grf, but eh 21:51:32 <andythenorth> RT would be better 21:51:33 <nielsm> if you want industries to produce more or less cargo then use a mod 21:51:44 <imlegos> I wasn't saying that 21:51:47 <petern> TallTyler: is there a PR? 21:51:55 <TallTyler> Not yet, Iโll make one soon 21:52:00 <imlegos> I was saying like see how much is produced per minute and per month at the same time 21:52:08 <TallTyler> Still lots to fix but canโt hurt to get eyeballs on it 21:52:20 <andythenorth> there is no month ๐ 21:52:31 <andythenorth> there is no spoon 21:52:40 <petern> dP: were you able to test #10315 to make sure it fixes your issue? 21:52:47 * pickpacket bends himself so that the month bends 21:52:47 <TallTyler> petern: The nice thing is that people who want OpenTTD time scale can just set it to like 98% and revert the tick scaling ๐ 21:53:11 <petern> Almost. 21:53:32 <petern> When you change milliseconds per tick, vehicles do move a bit faster. 21:53:47 <pickpacket> I donโt get it. Are you talking about making the days longer? 21:53:57 <petern> I actually experimented just to see if it would fix running sounds, but alas not. 21:54:01 <nielsm> as I've written before, the really hard thing about this "NoCalendar" approach is what to call things 21:54:48 <nielsm> since you probably still want vehicle stats calculated in approximately "what used to be months but is now 12 minute increments" 21:55:02 <TallTyler> Internally everything is either EconomyMonth (or day/year) or CalendarMonth, but that could potentially be changed in the future to Minute, TwoSeconds, 12Minutes, etc...which I think is much more confusing ๐ 21:55:08 <nielsm> wait, used to be years I mean 21:55:51 <nielsm> like how do you display the finances window? 21:56:05 <nielsm> what do you label the not-years? 21:56:32 <dP> petern: not yet... let me see if I can do that now... 21:56:43 <dP> what's the simplest way to checkout a pr? 21:57:21 <nielsm> the other Hard thing about this approach is that it is basically not optional, even if you play at 1/1 rate things will still be different from how it used to be 21:57:37 <petern> If you use VS Code, the it's easy with the github extension, there's a list of PRs. 21:57:56 <pickpacket> Uh. Iโฆ I really donโt get it. Right now inteoduction dates for vehicles, changes in oil production, building design for cities, are all loosely based on historic facts (as far as possible). What would you replace that with if you remove calendar dates? 21:58:13 <nielsm> pickpacket: calendar dates stay for those things 21:58:27 <TallTyler> https://cdn.discordapp.com/attachments/1008473233844097104/1060678695846682746/days.png 21:58:27 <TallTyler> For graphs I'm thinking of borrowing from how JGRPP has station cargo history graphs, which is just the last 48 days. Replace that with minutes and make it the right size, should work 21:58:40 <dP> petern: I use `git` command 21:58:43 <petern> I never remember the magic git command line incantation to check out PRs though :/ 21:58:43 <nielsm> the thing is that you can change how many real time minutes one calendar year takes to pass 21:58:55 <pickpacket> but how does that mesh with removing dates from other aspects? Will dates and years still be displayed somewhere? 21:59:08 <nielsm> they should still be somewhere, yes 21:59:28 <petern> `git fetch upstream pull/10315/head:pr10315` maybe 21:59:38 <nielsm> you basically get two parallel measures of time progression: technological calendar, and economy calendar 21:59:44 <pickpacket> Then you would essentially use two different timescales simultaneously? 21:59:47 <TallTyler> And the player NEVER sees the economy calendar 22:00:10 <TallTyler> Industry "produced last month", timetable durations, etc., become real-world seconds and minutes 22:00:22 <nielsm> but the economy calendar measures things in minutes of real time (1 minute = 30 days at 100% speed) 22:00:28 <TallTyler> The economy calendar is purely internal, and always goes the same speed to match real-world time 22:00:49 <petern> Have you worked out all that needs to be economy and all that should stay calendar? ๐ 22:01:05 <TallTyler> Pretty much, although I'm sure I'm forgetting things 22:01:55 <petern> And I guess "stay" calendar means switching to using calendar. 22:01:57 <TallTyler> That does not mean I have actually changed them over yet ๐ 22:02:12 <pickpacket> Uhโฆ yeah Iโm confused. Would there be a valendar at the bottom for the player to see the current date and year, but then production rates would be declared in real time minutes? 22:02:23 <TallTyler> Yes 22:02:24 <pickpacket> because that really sounds confusing 22:02:55 <pickpacket> Which perceived problem would it solve? 22:02:56 <TallTyler> Let me open a PR, and then people can try the preview build and tell me all the things that are missing from my to-do list 22:03:17 <TallTyler> It solves https://github.com/OpenTTD/OpenTTD/discussions/8397 22:03:18 <petern> It solves the problem that people want to change the length of games. 22:03:26 <imlegos> Making games last longer between vehicles but not play like you're waiting on a snail race for cargo 22:03:31 <petern> Daylength is older than OpenTTD ๐ 22:04:22 <petern> Those niche engines that are only good for a few years before something better comes along? You get more use out of them... 22:04:38 <TallTyler> You can play steam trains forever! 22:04:41 <pickpacket> someone will have to explain to me how these two things relate to each other. Maybe Iโm just too tired to get it 22:04:58 <imlegos> The current daylength factor that i remember experimenting with in jgr at one point, and playing with a longer day time would also effect the rate at which cargo generated 22:05:12 <JGR> This was originally a deliberate side-effect 22:05:33 <imlegos> The goal here is to *not* have cargo take longer to generate while at the same time the day took longer to progress 22:05:34 <JGR> Pax generation is too high for using cargodist, day length conveniently also resolved that 22:05:37 <nielsm> pickpacket: industries keep producing cargo at the rate they've always done, vehicles load cargo at the rate they've always done, vehicles move at the speed they've always done 22:06:05 *** borishiro has quit IRC 22:06:15 <reldred> imlegos: JGR has options to then compensate 22:06:30 <reldred> for instance I use a dayfactor of 11x and a cargo factor of 5x 22:06:36 <andythenorth> can we have a thread for this? 22:06:46 <andythenorth> it will go on and on in overlapping conversations of confusion 22:06:47 <JGR> There are loads of day length threads on the forums ๐ 22:07:00 <TallTyler> We can have a PR soon 22:07:01 <imlegos> The compensate option just means tge burst of cargo that happens every few minutes is larger 22:07:01 <andythenorth> TL;DR we want more time between engines 22:07:12 <andythenorth> but we can't have more time between engines with real dates because train fans 22:07:17 <andythenorth> therefore change time 22:07:24 <petern> > Game year duration dropdown has been moved from "New Game" dialog into "Intro" dialog. 22:07:25 <pickpacket> nielsm: in relation to real time clock, you mean? So in relation to days in the game all vehicles and cargo production would be faster? 22:07:27 <petern> Weird design choice there. 22:07:30 <andythenorth> changing daylength is full of elephant traps 22:07:33 <andythenorth> so change the display of time 22:07:44 <andythenorth> change years to minutes, the foamers can't complain 22:07:45 <petern> Dunno who kaomoneus is but 22:07:59 <andythenorth> everyone wins 22:08:02 <andythenorth> profit 22:08:08 <reldred> andythenorth: come on, don't be so naive, someone will always complain 22:08:08 <TallTyler> Slow Pace developer? Yeah, that's an interesting implementation 22:08:22 <andythenorth> reldred: those who want weird daylength shit will complain 22:08:28 <andythenorth> like the ones who want vehicles to move slower 22:08:40 <reldred> andythenorth: now that's just disgusting 22:08:44 <petern> Not seen what they've done. 22:08:44 <pickpacket> I meanโฆ the year over year profit would go theough the roofโฆ 22:08:46 <andythenorth> well now they can have 'real time' 22:08:55 <petern> But they don't seem to grok how git development works ๐ 22:08:56 <JGR> andythenorth: Those people aren't on vanilla anyway 22:09:17 <JGR> The people who will really kick off are the reddit/openttdcoop people 22:09:41 <imlegos> pickpacket: This does make a note that not only would we want to detach industry cargo generation from in-game time, but also cargo payment rates 22:09:42 <reldred> *redditors...* ๐คฎ 22:10:51 <petern> Year by year may be higher, but realtime not. 22:10:53 <imlegos> Or is cargo payment already on 'real time' 22:10:55 <TallTyler> Adjusting town and industry production is a separate discussion, this PR does not change how the economy works 22:11:15 <petern> \o/ 22:11:21 <pickpacket> imlegos: which means adjusting vehicle purchase and running costs 22:11:37 <petern> They're related ... but independent things. 22:12:01 <andythenorth> JGR: openttdcoop is over, and reddit can be self-selected out 22:12:20 <imlegos> The point of detaching payment rates would be so that crossing the whole map in 1 day to generate a billion dollars isn't a thing 22:12:28 <andythenorth> there is one angry poster with a signal obsession and 999 redditors who take screenshots with a phone 22:12:36 <andythenorth> ๐ 22:13:12 <nielsm> payment rates are economy time, you don't cross the map in "one day" you cross it in "8 minutes" (or however fast/slow the vehicle moves) 22:13:41 <imlegos> Oh, so that's already done? 22:14:04 <pickpacket> imlegos: yeah instead payment rates would be calculated on real time minutes, of which there could be any number in a given year 22:14:14 <nielsm> payments are calculated on how many game ticks the delivery takes, not how many days on the calendar 22:14:21 <imlegos> Ah 22:14:59 <imlegos> The in-game cargo payment rates graph confused me since it says 'days in transit' 22:15:18 <nielsm> yes, that would need to be changed to "seconds in transit" 22:15:26 <TallTyler> There are so many things to change ๐ 22:15:38 <nielsm> (one original-day is two seconds) 22:15:40 <pickpacket> And if we decide that a year is twice or ten times as many ticks, then the profits per year double or increase tenfold as well 22:16:30 <nielsm> yes "production last month" becomes "production last minute", and "profit last year" becomes "profit last 12-minute period" 22:16:34 <andythenorth> my alternative proposal didn't seem to stick ๐ 22:16:54 <pickpacket> changing the balance sheet to work on minutes instead of calendar year completely detaches it from the idea of running a company on a fiscal year 22:17:00 <nielsm> it's just that "12-minute period" is kind of annoying to read and write 22:17:15 <pickpacket> andythenorth: I must have missed that. What was it? 22:17:23 <glx[d]> https://github.com/glx22/OpenTTD/actions/runs/3850789712/jobs/6561328134#step:5:20 <-- it's a joke 22:18:06 <nielsm> anyway, sleep time, gn 22:19:16 <dP> nielsm: I kinda missed the start of discussion but if you want to have that in gui it would look utterly ridiculous imo 22:19:36 <pickpacket> You would get the same โdilation of year without snail pace vehiclesโ by adding the possibility of slowing down game time coupled with a NewGRF that changes vehicle speeds 22:19:48 <petern> glx[d]: Uhhhhhh 22:20:01 <reldred> dP: Agreed, 22:20:41 <FLHerne> yeah, I really don't love the in-game minutes 22:20:48 <FLHerne> suspension of disbelief or something 22:20:57 <FLHerne> also, it would get really silly in case of game lag :p 22:21:09 <reldred> For initial development of the feature? Sure, but as a player I wouldn't want to look at that. 22:21:26 <FLHerne> pickpacket: yeah, but then it kind of breaks every NewGRF ever 22:21:41 <glx[d]> ok I was missing "--global" 22:21:45 <reldred> though to be honest, I'm perfectly content with jgrpp's implementation. 22:21:50 <FLHerne> and balance between vehicle speeds and production etc 22:21:52 <andythenorth> alternative proposal was change the formatting of date 22:21:52 <reldred> it achieves what I want. 22:22:00 <pickpacket> the choice to slow down game time could actually be useful in a single player game, actually. I usually quickly reach a point where I just canโt build things fast enough to spend the money 22:22:07 <glx[d]> but the error message is not clear 22:22:20 <andythenorth> instead of "26th October 1985" do "26th October year 65" 22:22:26 <andythenorth> (my game started in 1920) 22:22:41 <andythenorth> it's less flexible 22:23:05 <reldred> Even that I'm not too crash hot on Andy, even though other games do use 'company year' 22:23:18 <andythenorth> they do 22:23:20 <andythenorth> a lot 22:23:32 <JGR> No single choice will please everyone 22:23:33 <pickpacket> Iโm off to sleep as well. Can hopefully catch up on the discussion tomorrow :) 22:23:42 <JGR> I would just add a setting, but that's just me ๐ 22:24:43 <TallTyler> "Just" add a setting would make this so much more difficult than it already is, I think 22:25:03 <TallTyler> Assuming you mean a setting to change strings, graphs, timetables, etc 22:25:22 <JGR> There's a trade-off between extra development time and never-ending user support 22:25:40 <andythenorth> try minutes, see what we learn ๐ 22:25:42 <TallTyler> I won't throw out the idea now though, too much yet to finish before we can really debate implementation details 22:25:45 <andythenorth> https://www.youtube.com/watch?v=46h7oP9eiBk 22:26:11 *** nielsm has quit IRC 22:27:18 *** keikoz has quit IRC 22:27:49 <reldred> I dunno, I'm quite attached to years as they currently are. I design newhouses sets to introduce buildings based on real world years and architectural design progression, I've got no problem with how text gets rendered for the design and testing of a feature but it isn't what I would want to see going forward when playing the game. 22:28:25 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler opened pull request #10322: Tyler ruins time https://github.com/OpenTTD/OpenTTD/pull/10322 22:28:49 <TallTyler> Oops, didn't mean to have the branch name be the PR title, but that works too I guess ๐ 22:29:19 <reldred> lmao 22:29:22 <reldred> that's beautiful 22:30:03 <petern> Yup ๐ 22:30:11 <andythenorth> reldred: I design train sets to be realistic to within +/- 20 years of the intro dates for THE TRAINS THAT ARE FAKE 22:30:18 <andythenorth> I would like to adjust time ๐ 22:30:34 <reldred> I don't always play with your fake trains andy ๐ 22:31:04 <TallTyler> I do 22:33:48 <andythenorth> I don't 22:33:50 <andythenorth> NARS 2 22:34:18 <reldred> โค๏ธ NARS2 22:34:49 <reldred> I wish your offsets for your sprites you two used were closer so I can run horse wagons on nars2 but it doesn't look great 22:34:50 <TallTyler> My biggest problem with NARS is that all the trains are slightly different speeds, so everything gets bogged down under heavy traffic instead of flowing nicely 22:35:12 <reldred> TallTyler: that's the challenge I like, seperating out services, etc. 22:35:26 <TallTyler> I could probably decompile and fix but it's easier to bully Andy into making Moose ๐ 22:35:37 <reldred> We should still do that anyway 22:35:45 <reldred> andythenorth: WANT MOOSE 22:35:50 <TallTyler> Nah, I get separating passenger and freight, but all the freight engines and wagons go slightly different speeds 22:36:02 <reldred> JGRPP realistic braking solves a lot of issues as well 22:36:22 <TallTyler> Speed adjustment I think, actually 22:36:29 <reldred> Yeah it's part of that 22:36:41 <reldred> speed adjustment came online as part of that feature 22:36:45 <TallTyler> It's buggy though, some of my trains keep slow even after the train in front takes a different track 22:36:56 <reldred> eh, doesn't give me much grief. 22:38:36 <JGR> The speed adaptation thing is from JokerPP and is really for homogenous networks 22:43:06 *** m1cr0man has quit IRC 22:43:30 *** m1cr0man has joined #openttd 22:45:28 <dP> looking at #10322, using real-world minutes seems counter-productive. it makes things that are logically belong to ingame time line looks ridiculous and only supposed feature is that it makes things like productions look the same when in reality they changed completely. bad-bad feature :p 22:46:59 <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #10323: Fix: [Actions] preview_build failure due to git upgrade https://github.com/OpenTTD/OpenTTD/pull/10323 22:49:32 <andythenorth> such encouragement ๐ 22:49:55 <andythenorth> is there ever going to be a feature that doesn't get shot down 5 times in chat? 22:51:37 <JGR> Getting feedback of one kind of another is the whole point of publicly raising it in the chat after all 22:53:10 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #10299: Enable CodeQL code scanning https://github.com/OpenTTD/OpenTTD/pull/10299 22:53:10 <andythenorth> speaking as someone who can be quite brutal, it's quite a brutal environment for newbies 22:53:36 <petern> It isn't actually real-world. You can pause it ๐ 22:53:42 <andythenorth> the chat? 22:53:49 <andythenorth> ๐ 22:53:50 <JGR> I wouldn't minimise Tyler, he's no newbie 22:54:41 <andythenorth> I mean the first time I joined irc I got in a long argument about cdist and got shot down multiple ways and I'm still here 22:54:44 <andythenorth> but still 22:54:55 <andythenorth> the measure of some features is whether they work in game 22:54:57 <petern> Only just still here. 22:54:58 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #10323: Fix: [Actions] preview_build failure due to git upgrade https://github.com/OpenTTD/OpenTTD/pull/10323#pullrequestreview-1238148928 22:55:09 <andythenorth> well I used to get kicked from irc 22:55:23 <andythenorth> but that's because of Truebrain's sense of humour 22:55:44 <glx[d]> let's try automerge 22:55:52 <andythenorth> not sure if TB actually can kick me from discord ๐ 22:56:18 <andythenorth> /me replaces some variants to change the colour scheme 22:56:28 <glx[d]> we never kicked from IRC (it was dorpsgek) 22:56:36 <petern> I did. 22:56:46 <dP> petern: I tested #10315 a bit and that bug seems gone but I might have found another one, not sure if it's related but without #10315 doesn't seem happening 22:57:05 <petern> What's the another bug? 22:57:15 <dP> https://cdn.discordapp.com/attachments/1008473233844097104/1060693493158264973/Screenshot_from_2023-01-06_02-53-54.png 22:57:15 <dP> https://cdn.discordapp.com/attachments/1008473233844097104/1060693493506388058/Screenshot_from_2023-01-06_02-53-42.png 22:57:15 <dP> running reload_newgrfs enables one of the default vehicles 22:57:47 <dP> x10p is in the depot from the beginning so technically #10315 seems fixed 22:57:49 <LordAro> glx[d]: windows ci :( 22:58:24 <glx[d]> not the first time I'll rerun 22:58:38 <FLHerne> I like the overall idea of separating gameplay and "years" time 22:58:49 <dP> anyway, sleep time 22:58:55 <FLHerne> just labelling gameplay time in real-world minutes is weird 22:59:03 <FLHerne> although tbh I don't have a better idea... 22:59:26 *** Samu has quit IRC 22:59:58 <LordAro> glx[d]: strange failure 23:00:16 <petern> Hmm, this checkout is "grafted" 23:00:45 <petern> I don't think I like this github PR feature. 23:00:48 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1060694385890705478/image.png 23:00:48 <andythenorth> random wagons got quite random 23:00:57 <petern> VS Code github extension, that is. 23:01:33 <Pruple> dP: there seem to be a number of default vehicles in both screenshots, is it not just un-expiring one due to reliability rerandomisation? 23:01:36 <petern> Seems to cause other branches of the PR author's repository to be fetched too. Pretty odd. 23:02:15 <TrueBrain> andythenorth: Owh, you love me anyway โค๏ธ 23:02:24 <andythenorth> sometimes 23:02:26 <andythenorth> conditionally ๐ 23:02:40 <TrueBrain> Pffff, I deserve unconditional love 23:02:48 *** HerzogDeXtEr1 has joined #openttd 23:03:21 *** Wolf01 has quit IRC 23:03:36 <andythenorth> probably 23:03:53 <TrueBrain> How to kick someone from Discord .......... ๐ 23:05:24 <petern> Pruple: Yeah, that's just reset_engines rerandomisation. 23:06:14 <petern> If it was enabling a default engine that was disable, that would be another thing. 23:06:46 <dP> Pruple: Yeah, maybe it was just unlucky, I'll test more tomorrow 23:06:59 <petern> Not unlucky, just random 23:07:46 <petern> Although I, er, reinstated intro date rerandomisation slyly too, semi-unintentionally. 23:08:01 <dP> Unlucky in a sense that it only happened in non pr version xd 23:08:09 <petern> Ahh 23:08:27 <petern> Try multiple reset_engines ๐ 23:08:38 *** HerzogDeXtEr has quit IRC 23:08:54 <dP> I did, that's the funny part 23:09:12 <dP> Though only checked non pr once 23:09:47 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1060696647992082462/image.png 23:09:56 <petern> This checkout makes it hard to see changes :/ 23:14:46 <petern> https://github.com/microsoft/vscode-pull-request-github/issues/1044 23:19:16 <andythenorth> TrueBrain: get my auth creds, violate policy, then wave bye bye to my account? 23:19:44 <TrueBrain> andythenorth: This isn't Slacks GitHubs tokens 23:19:44 <petern> Hmm. 23:19:56 <andythenorth> ๐ 23:20:08 <petern> "Calendar progress speed" probably needs to reference "Daylength" otherwise nobody will find it ๐ 23:20:18 <andythenorth> should I replace these trains? 23:20:20 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1060699302642589766/image.png 23:20:24 <andythenorth> oh wrong channel ๐ 23:20:28 <petern> "affects only new games" may be an issue too. 23:21:29 <petern> andythenorth: Nah, refit them instead. 23:21:51 <andythenorth> hmm 23:22:00 <andythenorth> goes it rework Horse? 23:22:00 <andythenorth> subtypes? 23:22:10 <andythenorth> why do we even have replace? 23:22:15 <andythenorth> could just subtype refit to new model 23:22:19 <andythenorth> much more convenient 23:22:34 <andythenorth> Trigger's broom 23:22:50 <petern> Oh, it says "affects only current game" now, I misinterpreted that then. 23:23:05 <andythenorth> https://www.youtube.com/watch?v=56yN2zHtofM 23:23:42 <LordAro> petern: NoDaylength 23:24:40 <TallTyler> It needs a catchy acronym so we can talk about it here and confuse new people, like when we go on about NRT roads 23:25:12 <Rubidium> TallTyler: NoTime? 23:25:23 <glx[d]> matches noai and nogo 23:25:24 *** m1cr0man has quit IRC 23:25:27 <Rubidium> not really an acronym though 23:25:44 *** m1cr0man has joined #openttd 23:25:50 <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #10323: Fix: [Actions] preview_build failure due to git upgrade https://github.com/OpenTTD/OpenTTD/pull/10323 23:26:17 *** m1cr0man has quit IRC 23:26:19 * glx[d] likes the automerge magic 23:26:20 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #10299: Enable CodeQL code scanning https://github.com/OpenTTD/OpenTTD/pull/10299#issuecomment-1372923355 23:26:32 *** m1cr0man has joined #openttd 23:27:20 <Rubidium> glx[d]: though there's no "autoremove branch" button checkbox, which makes it suboptimal 23:27:35 <glx[d]> so true 23:27:46 *** m1cr0man has quit IRC 23:28:01 *** m1cr0man has joined #openttd 23:28:10 *** borishiro has joined #openttd 23:28:49 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #10299: Enable CodeQL code scanning https://github.com/OpenTTD/OpenTTD/pull/10299#issuecomment-1372925149 23:29:19 <glx[d]> let's try a re-run of a failed preview 23:29:59 <glx[d]> ok re-run is not enough 23:32:07 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1060702264781701130/image.png 23:32:07 <petern> Nice ๐ 23:32:11 <TrueBrain> Nope, it rerun on the exact same revisions, sadly ๐ 23:32:20 <TrueBrain> Maybe a good thing in most cases, I guess 23:32:37 <glx[d]> but re-runing preview_push or preview_label works 23:32:48 <glx[d]> as they redispatch 23:33:02 <TrueBrain> Yup, cheats! ๐ 23:34:04 <TrueBrain> 536 alerts left .. not bad ๐ 23:36:33 <glx[d]> ah preview_push skips the dispatch when reran 23:41:47 <Rubidium> TrueBrain: 525 if you account for #10317 I think :) So only 4 high security remaining, of which 2 are #10309, to check/fix before 13.0 23:42:45 <TrueBrain> Nice nice! Almost a green checkbox ๐ 23:45:29 <glx[d]> ok all the previews should be back soon 23:45:50 <glx[d]> (only 3 PRs were affected) 23:46:55 <glx[d]> almost a flawless upgrade ๐ 23:59:25 <glx[d]> <https://github.com/OpenTTD/OpenTTD/actions/runs/3851212107/jobs/6562159746> seems to work