Log for #openttd on 4th February 2018:
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04:51:37  <Flygon> Damn you OpenTTD.
04:51:44  <Flygon> I'm suppose to be working on productive stuff but
04:51:51  <Flygon> My body just really wants to OpenTTD.
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05:13:25  <Flygon> ...
05:13:27  <Flygon> Right, right.
05:13:36  <Flygon> I use My Documents so infrequently, I forget OpenTTD actually uses it.
05:14:01  <Flygon> I keep looking inside all my internal non-My Documents areas to find wherre OTTD stores stuff because it never occurs to me any application actually uses that stuff. :V
05:14:08  <Flygon> I'm stuck in 2002.
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08:04:55  <andythenorth> o/
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09:47:09  <Wolf01> o/
09:49:08  <nielsm> I guess I should repost, since everyone seemed to be asleep last night :) I've been toying with a patch that adds a new statistic to vehicles, "cargo-tiles delivered", as an alternate measure of usefulness than profit
09:49:56  <nielsm> especially meant for passenger networks with cargodist, because of the "wrong" profits the transfer credits system induce
09:50:11  <nielsm> example:
09:52:57  <nielsm> my dream is to replace the "min profit" component of the performance rating calculation with something that's actually achievable when you hook buses up on the end of aircraft etc., but I realise that could be very controversial
09:53:23  <nielsm> does any of this sound like a good idea, worth pursuing further?
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10:08:06  <Wolf01> o/
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10:12:39  <andythenorth> lo Wolf01
10:12:41  <andythenorth> I bbl
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10:12:54  <Wolf01> Lol
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11:00:00  <Wolf01> Firefox became shit, uninstalled :|
11:02:20  <LordAro> really?
11:02:26  <Wolf01> Yes
11:02:42  <LordAro> most people have been very happy with the new update (57)
11:02:52  <LordAro> other than it breaking existing extensions
11:03:32  <Wolf01> It updated to 58 because I'm stupid and forgot to disable the autoupdate, missing 2 extensions I really need, missing the old about:home, reinstalling 56 has broken theme and icons
11:04:44  <Wolf01> Now I can't even find a reliable way to open the bookmarks on a new tab
11:05:00  <LordAro> not "become shit" by my definitions, but sure whatever
11:05:14  <Wolf01> (and no, I won't right click and open on new tab)
11:05:43  <nielsm> if you installed an old version after having had a new one, and didn't delete your profile/restore it from a backup, that's your mistake
11:06:04  <nielsm> don't expect old versions to work on a profile that was touched by a new one
11:07:16  <Wolf01> Eh, I don't have any recent backup of the profile, last time I did it when I moved to this pc, it could have warned to backup before updating automagically breaking everything
11:08:13  <LordAro> why should it? not like they expect people to downgrade
11:08:17  <LordAro> nor want people to
11:08:17  <nielsm>
11:08:31  <Wolf01> I could try to cherry pick the profile data on a clean profile
11:09:41  <Wolf01> nielsm: I had that on never check updates, but I restored FF because of a problem and it set it to automatically update, then it broke everything
11:10:38  <Eddi|zuHause> well, plenty of other browsers in the sea
11:10:47  <Wolf01> Yes, using Edge right now
11:11:05  <Eddi|zuHause> i heard someone recommend vivaldi
11:11:15  <Wolf01> The problem is that most of the bookmarks weren't imported
11:11:29  <Eddi|zuHause> (a chromium-derivate by the opera developer)
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11:11:49  <Wolf01> I don't like chrome or anything derivated
11:12:25  <Eddi|zuHause> (so basically an opera-rewrite on a new backend)
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11:19:29  <Eddi|zuHause> why does the NRT thread spend a whole page discussing HAUL fallback when that's a one-liner?
11:19:48  <Wolf01> Ask andy
11:20:04  <LordAro> bikeshedding is an important part of any development process
11:20:49  <Eddi|zuHause> also, there's snow outside...
11:21:08  <Wolf01> Here is sunny and cold
11:21:15  <Wolf01> "sunny"
11:21:27  <Wolf01> "cold"
11:22:13  <Eddi|zuHause> what's italian "cold" in numbers?
11:22:30  <Wolf01> ~4°C
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11:40:46  <Samu> hi
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12:02:12  <Wolf01> Ha! The bastard, it starts to download the update when you create a new profile, then you exit, start it with your own profile (which has updates disabled) and it continues to download the update and BAM! there's the update
12:02:39  <Wolf01> So if you don't want the update and you have multiple profiles you are doomed
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12:10:44  <Samu> i just found a patch rejected
12:10:48  <Samu> on flyspray
12:11:08  <Samu> wondering how i can search for all rejected patches, they're hidden :(
12:11:18  <Samu>
12:11:29  <Samu> found this one cus i got the link for it
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12:12:37  <Samu> Alberth reasoning for closing it is strange anyway. It is already how it works for NPF
12:13:01  <Samu> but whatever, must search more hidden tasks
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12:14:47  <Eddi|zuHause> maybe you should disallow it from accessing the internet :p
12:18:39  <Wolf01> Now I'm cleaning the prefs.js file to remove all the shit 58 put in it
12:23:31  <Samu> meh, andythenorth was closing bugs :(
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12:27:57  <Samu> can i request Re-open or will ppl get mad because i did that?
12:28:19  <Wolf01> You can request to reopen if the reason is valid
12:28:25  <Samu> andythenorth failed to reproduce a bug, and i just reproduced it
12:28:50  <Samu>
12:28:53  <Samu> oops link
12:29:29  <Samu> maybe my explaination sucks
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12:34:49  <Samu> ty
12:34:56  <Samu> whoever accepted request
12:38:05  <Wolf01> I think the UI checks between 0-13 instead of 1-14, as 0 is the server-player
12:38:27  <Wolf01> And 14 are the possible clients/ais
12:38:54  <Samu> it's a gui display vs network
12:39:37  <Samu> in single player there is no issue
12:39:44  <nielsm> okay why is my vehicle list sorting function producing seemingly random orderings, when the data it's based on displays correctly and deterministically
12:40:26  <nielsm> (the sorter even got into an infinite loop before, because of the nondeterminism)
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12:45:01  <Wolf01> Quak
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12:48:04  <frosch123> moin
12:51:08  <Samu> hello
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13:04:30  <Wolf01> Mmmh, still the same problem with FF... unable to open any of the extension options
13:04:47  <Wolf01> The UI just hangs
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13:06:54  <andythenorth> lo
13:06:59  <Wolf01> o/
13:07:02  <andythenorth> maybe I should stop playing tanks
13:07:40  <Wolf01> Good idea
13:10:52  <Wolf01> Ok, it seem that uninstalling and reinstalling the extensions fixed the problem
13:12:10  <nielsm> ah figured out why things weren't sorting right, signedness mistakes and sign extension to 64 bit broke things
13:14:34  <Samu> lala
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13:20:03  <nielsm> yep there it is, vehicles sorted by amount of cargo-miles delivered over potential cargo-miles delivered, i.e. capacity utilization:
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13:30:45  <andythenorth> Wolf01: I stopped with tanks
13:30:54  <andythenorth> didn't delete it, but no games for a bit
13:31:33  <Wolf01> +1
13:31:47  <andythenorth> I want to stop thinking about NRT :P
13:31:49  <andythenorth> what's left?
13:31:54  <andythenorth> then I can do some newgrf
13:32:01  <andythenorth> just the SE bug fix?
13:32:12  <Wolf01> Yes, at least for now
13:32:15  <andythenorth> and figuring it out if anyone will merge to trunk
13:32:19  <Wolf01> Then city roads
13:32:30  <andythenorth> what's the SE bug?
13:32:34  <andythenorth> I'll repro it locally
13:32:38  <Wolf01> You can't build tramways on SE
13:32:56  <andythenorth> I can
13:33:14  <Wolf01> Yes, since you merged the branch with the fix, now you can
13:33:49  <andythenorth> ok I've updated the github issue
13:34:49  <Wolf01> +1
13:34:59  <Wolf01> Now extensive testing
13:35:22  <Wolf01> Or do you want the no-junctions flag too?
13:35:37  <andythenorth> no
13:35:42  <andythenorth> I added it to 'future'
13:35:45  <Wolf01> Ok
13:36:24  <Wolf01> Put a space between [ ] or it won't work
13:37:57  <Wolf01> Ok, we'll need to stop that discussion about HAUL+HEQS in NRT topic, I'll add some testing requests
13:40:16  <andythenorth> I'm putting a post into thread Wolf01
13:40:41  <Wolf01> Already doing that, what would you write?
13:41:00  <andythenorth>
13:41:20  <andythenorth> I'm being dumb, but no-houses does use the correct bit?
13:41:27  <andythenorth> I didn't read the ottd code
13:42:21  <Wolf01> Bits are: catenary, level crossings, no-houses
13:42:47  <andythenorth> ok
13:42:49  <andythenorth> fine then
13:42:58  <andythenorth> it's untested :P
13:43:12  <andythenorth> supermop_work_ might make us a test case :)
13:43:48  <Wolf01> supermop_work_ might fix asphalt road too
13:44:42  <Wolf01> So I don't get a mini heart attack every time I fail to convert a road
13:49:08  <andythenorth> I'm guessing NRT is pretty untested in MP
13:49:16  <andythenorth> no evidence, but I'd bet on it
13:50:04  <Samu> Wolf01: posted a v2
13:50:44  <Samu> solved the misterious "why u no grow for no reason"
13:54:39  <Wolf01> Ok, made a testing wishlist
13:55:08  <andythenorth> cool
13:55:42  <andythenorth> lol @ canals
13:55:47  <Wolf01> :D
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13:56:22  <andythenorth> ok so now
13:56:30  <andythenorth> I do newgrf ship pixels
13:56:36  <andythenorth> unless we want to make flat docks?
13:56:44  <Wolf01> Make pixels
13:56:50  <Wolf01> ... not war
13:56:59  <andythenorth>  war is over
13:57:10  <Wolf01> Flat docks need peter support
13:57:22  <andythenorth> k
13:58:26  <Wolf01> We'll get 2 birds with 1 stone, multitile docks with newgrf support like railstations and buildable everywhere, so they can look as you want
13:59:37  <Wolf01> Or better: non track tile stations where you just place 1 tile in water with "ship can dock here"
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14:00:26  <Wolf01> *in water or in front of water
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14:11:32  <Wolf01> Hmmmm I think there is still the "bug" reported by adf88, I wonder if is possible to handle that situation in the grf or it needs an actual change in the code
14:12:02  <Wolf01>
14:15:42  <andythenorth> is that new to NRT?
14:15:47  <andythenorth> oic
14:15:54  <Wolf01> Nah, 2nd or 3rd post
14:15:55  <andythenorth> he wants it to turn?
14:16:16  <Wolf01> Yes, he turns without a track
14:16:20  <Wolf01> Like normal rvs
14:16:50  <andythenorth> we could draw the return loop if the next tile isn't compatible :P
14:16:55  <andythenorth> but sounds like headache
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15:20:12  <Samu> i just dowloaded rat stuff
15:20:41  <Samu> openttd-ratt-g186b12b9-road-and-tram-types-windows-win64
15:20:48  <Samu> how am I testing this
15:21:00  <Wolf01> By reading the topic
15:21:09  <Samu> gonna try see what AIs do with it
15:21:28  <Wolf01> Maybe they explode
15:29:22  <andythenorth> no AI support yet eh?
15:29:41  <Wolf01> Dunno
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15:55:06  <supermop> yo
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16:10:04  <Samu> oops, sorry, my system is unstable
16:10:33  <Samu> it all points to being the vga card
16:10:44  <Samu> a red vga led shows up on the mother board
16:11:03  <Samu> i'm kinda pissed off already, it's been doing this for a week already
16:11:40  <andythenorth> my system is unstable
16:11:46  <andythenorth> it all points to...
16:11:51  <andythenorth> ...who knows, it's Apple :P
16:19:11  <Samu> i loaded a savegame, and bad stuff happens to roads
16:19:16  <Samu> are you aware?
16:19:21  <Samu> just load a 1.7.2 savegame
16:19:34  <Wolf01> Pics or didn't happen
16:20:21  <supermop> 'bad stuff'?
16:20:26  <Samu> i loaded another, and now i get worse, an assert
16:20:33  <Samu> --------------------------- Error! --------------------------- Assertion failed at line 2996 of ..\src\station_cmd.cpp: road_rti != NULL && tram_rti == NULL --------------------------- OK    ---------------------------
16:20:52  <Wolf01> Are you playing with AIs?
16:21:02  <Samu> yes
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16:21:07  <Wolf01> Try without
16:21:15  <Samu> um... ok
16:23:01  <Wolf01> Maybe there's a problem drawing catenary on a drive-in road stop
16:23:02  <Samu> loaded a 1.7.2 savegame without AIs
16:23:35  <Wolf01> I've already seen that problem
16:24:07  <Samu> no newgrfs at all
16:24:19  <Wolf01> It shouldn't happen, maybe trunk uses some of the bits on the tramtype
16:25:12  <Samu> could it be using wrong sprites?
16:25:18  <Samu> gonna try opengfx
16:25:43  <Wolf01> No, that's a case where NRT finds roadbits/trambits where they shouldn't be
16:26:46  <andythenorth> testing ftw :)
16:28:24  <Wolf01> Yes, there's a problem
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16:30:31  <Samu> starting 14 AIs that build roads, let's hope my system doesnt hang
16:32:26  <Samu> well, many ais are unable to build
16:32:32  <Samu> CPU did build
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16:33:18  <Samu> can't find suitable station is what the logs are saying
16:33:25  <Samu> they're not able to build stations?
16:33:29  <Wolf01> Uhm, 1.7.2 savegame seem to have a "2:15 roadtype" which sould be "invalid_roadtype"
16:35:29  <Samu> OtviAI also built roads and stations
16:35:34  <Samu> and vehicles
16:35:42  <Samu> guess u wanna know that too, right?
16:36:31  <Wolf01> If one AI is able to build stations, other should too
16:36:50  <Wolf01> Unless they don't use special ways to do that
16:37:15  <Samu> AroAI did build roads, stations and buses
16:37:46  <Samu> AI's that are failing are: MogulAI
16:37:52  <Samu> can't build station
16:38:05  <michi_cc> Wolf01: I didn't look at any code, just be aware that if you use previously unused map bits, nothing guarantees you they are 0 in old savegames.
16:38:14  <Samu> Terron - can't find station
16:38:33  <Wolf01> michi_cc: right
16:38:34  <Samu> CluelessPlus - failed to build bus/truck station
16:39:15  <michi_cc> Basically, savegame bump + bit initialisation in AfterLoadGame
16:39:57  <frosch123> Wolf01:
16:40:10  <Wolf01> extern const uint16 NRT_SAVEGAME_VERSION = 196; // compatible to all NRT version, compatible with 1.6.x, NOT COMPATIBLE with 1.7.x <- yes
16:40:24  <Wolf01> Needs another savegame bump
16:40:58  <Samu> LudiAI builds roads, but not stations
16:41:38  <Samu> MogulAI also builds roads, just noticed them on the map, but not stations
16:42:05  <Wolf01> frosch123: remind me why we need to have 2 different versions?
16:42:41  <frosch123> there are no 2 different versions
16:42:48  <Samu> Terron also appears to be able to build roads, but not stations
16:43:01  <frosch123> there is just a constant for the version that adds nrt, instead of a magic constant
16:43:24  <Wolf01> We could just have bumped to 197 directly
16:43:29  <frosch123> nrt was started during 1.6 and bumped by one compared to 1.6
16:43:41  <frosch123> then trunk bumped for 1.7
16:43:53  <Wolf01> Oh, that's why, and we forgot to bump NRT to 197
16:44:21  <frosch123> someone synced nrt with trunk, did not notice that the versions were the same, complained for a week that nrt was suddenly broken
16:44:46  <Wolf01> $someone... I wonder who it was
16:45:01  <frosch123> then i fixed the merge, and decided to keep compatibility within nrt, instead of breaking nrt compatibility to add rather pointless 1.7 compatibility
16:45:25  <Wolf01> Why not SAVEGAME_VERSION + 1?
16:45:40  <frosch123> you can do that, but it breaks nrt savegames
16:45:53  <Wolf01> Yeah, so now?
16:46:17  <frosch123> version numbers are linear :) you have to choose between breaking compatibility with 1.7 or breaking compatibilty with earlier nrt
16:46:36  <frosch123> if you break it, you should make it SAVEGAME_VERSION + 100 btw
16:46:44  <frosch123> that saves you for 1.9 :p
16:46:45  <andythenorth> break earlier NRT
16:48:31  <Wolf01> We'll start from 1000, so it's enought different from trunk to recognize it (and forgot to change it again if we need to bump NRT for breaking changes)
16:48:57  <Wolf01> *forget
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16:50:44  <Wolf01> extern const uint16 NRT_SAVEGAME_VERSION = 1000; // Compatible with trunk and any future release, not compatible with old NRT versions
16:50:48  <Wolf01> ^ push?
16:50:58  <Samu> NoCAB can build station, can build road, but not vehicles, yet the log is saying that it can't build road ERR_UNKNOWN
16:51:06  <Samu> i see the road though
16:51:29  <Wolf01> Samu, without knowing how AIs work, that's really useless
16:51:37  <frosch123> you probably also have to set SAVEGAME_VERSION
16:51:42  <Samu> oh oki
16:52:41  <LordAro> Samu: have you considered writing your own AI?
16:53:20  <Samu> yeah, kinda wish
16:54:17  <Samu> well, out of 14 AIs, only 3 were successfully building road+station+vehicle
16:54:38  <Samu> what else do I test now?
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16:54:53  <Wolf01> So bump SAVEGAME_VERSION to 1000 and remove NRT_SAVEGAME_VERSION?
16:55:43  <frosch123> no
16:56:07  <frosch123> don't add magic numbers to afterload which are subject to change
16:56:33  <frosch123> if trunk adds stuff you will need SAVEGAME_VERSION=NRT_SAVEGAME_VERSION+1
16:56:47  <frosch123> NRT_SAVEGAME_VERSION is essentially the first NRT version
16:58:08  <frosch123> you could also check which version JGR uses :)
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17:12:36  <Wolf01> Meh, git bash stopped working, I can't go anywhere else than the MINGW64 folder
17:15:54  <Wolf01> Luckily I can use the WSL
17:20:05  <Wolf01> BTW he uses a different concept, ok, not so different, but changes some places where SAVEGAME_VERSION is used
17:27:10  <Samu> Wolf01:
17:27:24  <Samu> have you ever seed a "BuildNextToRoad" function somewhere?
17:28:00  <Wolf01> That's AI stuff
17:28:12  <Samu> they appear to fail there
17:28:36  <Wolf01> That function need to be updated then, but it should be the  AI's author
17:30:02  <Samu> openttd doesn't have a BuildNextToRoad function, gah :(
17:30:13  <Wolf01> It's an AI function
17:31:36  <Wolf01> Ok, not sure on how to proceed, declare 1.7.2 saves incompatible, keep compatibility with NRT ones
17:32:33  <Samu> bump everything from 1 from the day u started NRT?
17:32:39  <Samu> by 1
17:33:25  <Wolf01> That would break NRT saves
17:34:59  <andythenorth> NRT saves are imho disposable
17:36:24  <Samu> IfIsSaveGameVersionBefore(197) {convert stuff to nrt} in afterload
17:36:56  <Wolf01> Samu, the problem is that saves made with 1.7.x have the same version of NRT
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17:37:41  <Samu> ah, you screwed up
17:37:50  <Wolf01> Yes
17:37:51  <Samu> well, then I'm not sure
17:39:51  <Wolf01> If I bump trunk it still won't convert 1.7.x to NRT as it have the same version, if i bump both I can't load NRT saves because it tries to add NRT stuff where it's already present
17:40:19  <Wolf01> Or I could make it do it anyway by removing the assert
17:41:01  <Samu> separate 1.7.x from the first NRT incarnation
17:41:28  <Samu> so, what was the version NRT started?
17:41:32  <Samu> savegame version
17:41:38  <Wolf01> 195
17:42:55  <Samu> 195 for pre-NRT, 196 for the first NRT, but then there was also a 196 done with 1.7.2 or so
17:43:03  <Samu> and u want to update to it
17:43:09  <Samu> mhmm.... scary
17:44:54  <Samu> i think, u want to be on version 197, while still having the changes that went to official 196, let me think
17:46:17  <Samu> 195 pre-NRT, 196 NRT, 197 NRT with official 196 changes, something like this
17:48:10  <Samu> or ...
17:49:24  <Samu> 195 pre-NRT, 196 NRT, then insert official 196 before NRT while bumping NRT stuff by 1
17:50:08  <Samu> 195 pre-NRT, 196 pre-NRT, 197 NRT
17:50:51  <Samu> does it make any sense what i'm saying?
17:51:00  <Wolf01> It could even be 195 pre-NRT and 8001 NRT, Savegames made with 196 are doomed
17:52:02  <Samu> rip 196 savegames
17:53:18  <Samu> or just hack the savegames and tell them they're actually version 197
17:55:43  <Wolf01> Yes, I really should get all the palyer savegames and resave them with the right version
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17:58:27  <Eddi|zuHause> hm, i just read a "new post" from july 2017... i totally neglected the forum for ages...
17:59:51  <andythenorth> you didn't miss much
18:00:06  <andythenorth> it's 'fine'
18:00:20  <Eddi|zuHause> nope, i determined it's pointless and skipped the rest of the thread
18:07:24  <Samu> BuildNextToRoad is a SuperLib-39 function
18:07:33  <Samu> u broke SuperLib :(
18:09:03  <Samu> AIRoad.SetCurrentRoadType(AIRoad.ROADTYPE_ROAD);
18:09:38  <LordAro> i'd imagine all the AIRoad stuff will have to be reworked into something that looks more like AIRAil
18:13:21  <Wolf01> So Samu, 1.7 savegames aren't really a problem since you should be testing NRT with some new GRFs and not with old savegames
18:14:54  <Wolf01> Then go here and report that SuperLib should have a NRT version too
18:15:12  <Wolf01> Or just don't use AIs which rely on that
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18:29:10  <Wolf01> Going out, BBL
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18:44:28  <supermop> now ps isn't showing the big split ring thing when eyedroppering
18:46:40  <V453000> supermop: select picker tool (I) and there is a checkbox for sampling ring
18:46:53  <andythenorth> sampling ring? :o
18:47:07  <V453000> it's from CS6 or something
18:47:14  <supermop> its greyed out
18:47:20  <supermop> the check box
18:47:32  <V453000> oh, that's probably  some OpenGL shit or something
18:47:39  <supermop> hm yeah
18:47:52  <supermop> not showing the pixel grid either
18:47:55  <V453000> I think you need to re-enable GPU acceleration or something like that in preferences, try to google it
18:48:38  <supermop> ill restart in a bit and see if that fixes it
18:49:11  <supermop> Wolf01: andythenorth  whats priority for testing from me? no_houses spool?
18:50:15  <supermop> i dont really have a yes_houses tramway i want to make, but i can  for testing if you like
18:51:04  <supermop> something like,_Melbourne#/media/File:BourkeStreetMall-rain.jpg
18:51:13  <V453000> btw how do I come to the number I need to set for disable_item(FEAT_TRAINS, 0, 115); for RV/industries etc?
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18:52:05  <Samu> Wolf01: src\script\api\script_road.cpp did u edit this at all?
18:53:33  <Samu> AIs are trying to use those functions
18:53:44  <Samu> or their libraries
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19:01:49  <frosch123> V453000:
19:01:57  <frosch123> disable_item only exists for vehicles
19:02:05  <frosch123> at least i think so
19:02:17  <frosch123> actually, probably i am wrong :p
19:03:29  <frosch123> <- more lists
19:04:44  <V453000> thanks :)
19:13:02  <andythenorth> supermop: fix the asphalt road bug in spool?
19:13:10  <andythenorth> I don't know what it is, but Wolf found it
19:13:15  <supermop> uh
19:13:18  <andythenorth> and then houses / no-houses test
19:13:32  <supermop> Wolf01: whats wrong with asphalt road?
19:13:43  <andythenorth> logs might know
19:13:58  <andythenorth> iirc, asphalt and electrified asphalt aren't correctly compatible
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19:22:09  <supermop> well shit
19:22:16  <supermop> ill look into it
19:23:09  <andythenorth> I haven't repro-ed it
19:24:10  <supermop> looks like country roads beat me to no_houses
19:24:22  <supermop> should have jumped on that this morning
19:27:06  <supermop> think i caught it
19:27:23  <supermop> aspt didn't have elas as a powered type
19:27:32  <supermop> will text in a sec
19:27:36  <supermop> test
19:29:21  <supermop> * a bit, i'm running to lunch
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21:01:13  <Samu> back, re-hi
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21:21:04  <Samu> bug with NRT
21:21:05  <Samu>
21:21:33  <Samu> the rail bridge description says I own the road?
21:21:38  <Samu> and the tram?
21:23:51  <Samu> also looking at infrastructure count, an AI that has only built rails, has the same number of road pieces
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21:32:25  <Snail> hey guys, is there a way to display all the available vehicles in-game, by using the Console?
21:32:33  <Snail> something like… cheat: allvehicles
21:32:39  <Snail> or something like that?
21:39:02  <nielsm> as far as I can tell, no, there isn't a way to list all available vehicles
21:39:34  <nielsm> apart from turning off vehicles expire, and then turning up the date until everything is available
21:40:31  <Samu> I started a multiplayer game on NRT build
21:40:37  <Samu> anyone else testing it?
21:42:18  <Samu> something bad is supposed to happen when company 0 bankrupts
21:42:22  <Samu> i can feel it
21:47:55  <Eddi|zuHause> Snail: cheat the year to something high and then do "resetvehicles" with vehicles never expire enabled?
21:48:25  <Snail> right, thanks
21:54:10  <Samu> so company 0 bankrups, the road and tram owner of a rail bridge without any actual road or tram is now N/A. OWNER_NONE I presume
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21:54:46  <Samu> Wolf01: hello!
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21:58:46  <supermop> andythenorth: do i have to compile your nml branch?
21:59:47  <andythenorth> can't remember
21:59:52  <andythenorth> how did you get the nml you have now?
22:02:39  <Eddi|zuHause> if you have python, you don't need to compile nml
22:03:12  <Eddi|zuHause> the "compile" is just bundling python and nml into an .exe for "windows users"
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22:24:00  <Samu> uhm, i'm about to cause a desync
22:25:07  <Samu> i'm playing in the same company, on client 1 I got £70k in bank, on the other I got £64k
22:25:27  <supermop> downloaded it from some main nml place
22:25:28  <Samu> where are the NRT guys?
22:26:00  <supermop> it was one that frosch made
22:26:23  <supermop> there is no nmlc.exe in the thing i downloaded from your gh
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22:30:18  <Samu> Wolf01: RIP NRT
22:31:49  <andythenorth> nice Samu
22:31:51  <andythenorth> thanks
22:32:03  <andythenorth> is it reliable repro?
22:32:16  <Samu> yes, well kinda
22:32:22  <andythenorth> supermop: you'll have to wait for frosch, I don't know how to build the .exe
22:33:16  <Samu> needs a company to bankrupt for another to buy it, then leave game and rejoin game, then play on the same company
22:33:30  <Samu> infrastructure maintenance costs must be enabled
22:33:44  <Samu> the road piece counting are different on both clients
22:33:55  <Samu> i wasted money on both, until it desynced
22:34:26  <supermop> andythenorth: ok np
22:35:04  <andythenorth> Samu: good QA
22:35:26  <Samu> here
22:35:35  <Samu> got another screenshot with the different counting
22:35:55  <Samu>
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22:36:33  <Samu> i have no idea how it counted 900ish road pieces during company merge
22:36:58  <Samu> it didn't have any
22:37:26  <andythenorth> it's probably confused about who owns what
22:37:32  <andythenorth> it will be a valid bug
22:37:34  <andythenorth> I am guessing
22:38:07  <Samu> oh, i saw this too, sec
22:38:17  <Samu>
22:38:40  <Samu> rail bridges owned by other companies will say that company 0 owns the tram and the road
22:38:52  <Samu> maybe the counting comes from here?
22:39:11  <Samu> also when building a rail piece, it also counts it as a road piece
22:39:44  <Samu> if i build 5 rail pieces, it counts as both 5 rail pieces and 5 road pieces
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22:40:07  <Wolf01> <supermop> Wolf01: whats wrong with asphalt road? <- not compatible with asphalt+catenary
22:41:32  <Samu> imminent desync incoming again
22:42:40  <Samu> no desync yet, i'm surprised
22:42:51  <Samu> i got £360k loan in one and £370k loan in the other
22:43:41  <Wolf01> Don't get off topic, focus on roads
22:43:55  <Samu> ok, the topic is infrastructure counting of roads
22:44:07  <Samu> that's what's causing desync
22:44:20  <Wolf01> For what I know about you, in half an hour you'll start to blame me that airports don't work
22:45:07  <Wolf01> The problem is "why is the owner of the bridge always company 0?"
22:45:19  <Samu> "infrastructure counting of roads during company merge, I suspect company 0 merging into another company"
22:45:45  <Wolf01> That might be a reason
22:46:21  <Samu> i also tested company 0 bankrupt without a buyout, and those rail bridges now got a N/A
22:46:42  <Wolf01> Then it's right
22:46:43  <Samu> for road/tram  ownings, aren't those tunnel bridge tiles?
22:47:24  <Samu> haven't tried an aqueduct, but I bet they will also have a road/tramway owner on them
22:47:35  <Wolf01> Roads, no aqueducts
22:48:16  <Wolf01> The land area info tool might be broken
22:48:33  <Wolf01> We should check it in debug
22:48:38  <Wolf01> That's more reliable
22:49:03  <Wolf01> We didn't touch railways or aqueducts, so they can't be broken
22:49:14  <Wolf01> But we had to add some info to the land info tool
22:49:32  <Wolf01> And that might appear on unwanted places
22:49:56  <Samu> build a rail bridge as company other than 0, and u will get road + tramway owners on them, owned by company 0. And if company 0 doesn't exist, it will be owned by the dreaded "someone"
22:50:34  <Wolf01> Ok, then it's a land info tool problem, not game breaking
22:51:14  <Wolf01> The problem is the different count of infrastructure, which causes desyncs
22:52:04  <Wolf01> Make a clean list of problems which causes the game to break and how to exactly reproduce them
22:52:22  <Wolf01> I'll try to give a look at the problems tomorrow
22:53:12  <Samu> ok, gonna try reproduce the counting mismatching
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23:02:43  <Wolf01> 'night
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23:37:54  <Samu> @calc 80-16
23:37:54  <DorpsGek> Samu: 64
23:38:09  <Samu> @calc 64/16
23:38:09  <DorpsGek> Samu: 4
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