Log for #openttd on 16th February 2018:
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12:44:34  <Wolf01> Moin
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13:20:09  <Andy1314> Guys, I've got an scenario that I'm in 2162 but all the industries have disappeared...Is there a console command that will start spawning new ones?
13:20:34  <Andy1314> *all the industries not including the ones I already have transport links for
13:20:55  <Wolf01> Fund new ones
13:22:30  <Andy1314> hmm, its a map of the UK and a bit of Europe but I'm staying in Scotland (lol) so prospecting just leads to industries that are on the other side of the map
13:25:40  <Andy1314> It's a rather large map so even prospecting a 100 farms ... actually that might work but not very elegant
13:26:00  <Andy1314> no console commands to spawn new industries?
13:27:04  <Wolf01> I've never heard of some which might work as you want, maybe there's one which allows to prospect
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13:45:32  <Samu> dodododo
14:01:11  <Flygon> <Andy1314> Guys, I've got an scenario that I'm in 2162 but all the industries have disappeared...Is there a console command that will start spawning new ones?
14:01:16  <Flygon> Oh man I read that as 2612
14:01:24  <Flygon> and then i was thinking "wait YM2612"?
14:01:36  <Flygon> Then I checked the channel name then read the year correctly. :V
14:03:41  <peter1138> Synthhead
14:03:49  <peter1138> (Sorry, I had to look it up)
14:06:30  <Flygon> peter1138: THXhead :3
14:07:00  <peter1138> ;)
14:07:30  <peter1138> I've never watched it, of course.
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14:10:58  <supermop_work> YO
14:13:17  <Samu> hi
14:20:04  <Samu> what do you think of a vehicle disaster of the kind "explode of old age"?
14:20:57  <Wolf01> No
14:21:02  <Samu> ok :(
14:21:51  <supermop_work> why would it explode?
14:22:20  <Samu> because it's past it's max age
14:23:18  <Wolf01> If you make vehicles just stop and rust down in the middle of the road, blocking all the vehicles behind it, I might give a vote, but exploding doesn't make sense at all
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14:25:00  <Samu> uhm, no deal then
14:25:42  <Samu> i really want the vehicles to "disappear", could be an explosion or something else
14:27:18  <Samu> want to clean up servers that use breakdowns
14:28:09  <Samu> unmaintained companies would have these old age vehicles removed "accidentaly"
14:30:08  <Samu> because a server with no breakdowns is no fun
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14:30:31  <Samu> but also no fun to watch vehicles breaking down all the time
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14:34:44  <Wolf01> So you want to punish people which use breakdowns because you just don't like it?
14:35:06  <Samu> i want to clean up unmaintained companies
14:35:38  <__ln__> Wolf01: i don't think you can use 'which' with 'people'.
14:35:41  <Samu> but yes, that's the point
14:36:19  <Wolf01> __ln__: Aren't people a thing? :P:P:P
14:37:54  <Samu> i don't like the autoclean approach
14:38:00  <Samu> it's all or nothing approach :(
14:39:37  <Wolf01> So better make vehicles disappear randomly and just wait for the company to declare bankrupt even if the old vehicles were still profitable?
14:40:13  <Samu> yes, the excuse would be that the vehicles are past max age
14:43:17  <Samu> perhaps this could be another autoclean option, and not a disaster
14:44:10  <Samu> well, it was just an idea
14:44:31  <Samu> it fits the disaster criteria better though
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15:28:30  <Samu> Wolf01: since you're the road expert,
15:28:42  <Samu> there's something strange with that road piece
15:28:51  <Samu> this is on 1.7.2, not ratt
15:29:51  <Wolf01> Not a road expert
15:30:29  <Samu> it has sidewalk
15:30:32  <Samu> the others don't
15:31:08  <Samu> with the exception of that one which is a station
15:31:37  <Wolf01> Might be a weird case of townzone ring, if you rebuild it what happens?
15:32:10  <Samu> got sidewalk again
15:33:19  <Eddi|zuHause> hm, i have a case of empty mouse battery
15:34:00  <Samu> let me reduce town size, destroying some houses
15:34:41  <Samu> oh, it disappeared
15:35:01  <Samu> false alarm then
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17:57:26  <Samu> i'm getting errors when trying to upload files here
17:58:02  <Samu> 413 Request Entity Too Large
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18:03:25  <__ln__> you may find this a bit more interesting:
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18:14:02  <Samu> aha, managed to uplaod
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18:42:58  <andythenorth> o/
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18:43:40  <Samu> lala
18:44:03  <Samu> i'm bored, don't know what to do
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18:45:28  <andythenorth> test NRT fork some more
18:45:33  <andythenorth> see if you can break any more
18:45:37  <andythenorth> actually was helpful
18:45:44  <Samu> okok
18:45:59  <Samu> hmm where do i dl the latest version
18:47:39  <Samu> ah, is this still the latest one?
18:48:04  <Wolf01> Yes
18:48:10  <Samu> hmmm nice changelog
18:48:32  <Wolf01> No changes
19:03:26  <Samu> it still counts rail pieces as road pieces
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19:16:26  <Samu> some AIs still can't build stations
19:19:41  <Samu> can i download source or something like that? i wanna investigate why ais can't build
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19:22:15  <Samu> oh, i can, lol I'm stupid
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19:35:51  <andythenorth> lo frosch123
19:37:00  <frosch123> moi
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20:00:45  <supermop_work> heyyyy yoouuuu guyyys
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20:06:28  <Samu> Wolf01: i found something
20:06:46  <Samu> the ai is trying to build a bus drive through station
20:07:19  <Samu> it selected road, but then, when unpacking parameters, it gets tram station instead
20:07:27  <Samu> there are no trams
20:07:36  <Samu> and fails to build the bus station
20:08:05  <Samu> CommandCost CmdBuildRoadStop(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
20:08:19  <Samu> station_cmd.cpp line 1788
20:08:25  <Samu> of your source code
20:08:40  <Samu> not sure if the packing is done right, or the unpacking
20:08:51  <Samu> perhaps you could investigate?
20:10:03  <Samu> if (!ValParamRoadType(rtid)) return CMD_ERROR; this rtid stuff is tram at this point :(
20:35:12  <Samu> it's the packing done wrong
20:35:29  <Samu> line 506 script_road.cpp
20:35:47  <Samu> Wolf01:
20:37:39  <Samu> or andythenorth
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20:53:35  <andythenorth> Samu: maybe tomorrow :)
20:53:54  <andythenorth> if you have github account, you can raise an issue :)
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21:27:41  <Samu> andythenorth: i don't have github
21:28:23  <Samu> change this line 524... uint p2 = station_id == ScriptStation::STATION_JOIN_ADJACENT ? 0 : 4;
21:28:42  <Samu> replace 32 with 4
21:29:31  <Samu> ais are now building stations
21:31:44  <Samu> convoy is still not building, hmm... there may be more stuff to fix:(
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21:32:54  <Samu> nevermind, he just built
21:33:00  <Samu> weee
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21:35:13  <Wolf01> Samu, yes, AIs and the functions used by AIs need to be fixed, we already told you, could you try to test the core functionality by hand to spot other problems instead of focusing on AIs?
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21:36:49  <Samu> uhm, im trying to test desyncs
21:37:06  <Wolf01> Then do it with 2 human companyes
21:37:10  <Wolf01> *nies
21:38:51  <Wolf01> Things to test are something like loading multiple NRT grfs such unspooled, roadhog, dockland (look in the newgrf forum) in different order and check if problems pop up
21:40:11  <Wolf01> Roadhog not the bananas version
21:40:53  <Samu> there's still the issue of rail tracks counting as road pieces
21:41:15  <Wolf01> I have some ideas about that one
21:42:01  <Wolf01> But I'll need to rethink some things
21:42:04  <Samu> hmm im not much of a newgrf
21:42:21  <Samu> user
21:42:34  <Wolf01> frosch123: what if I move INVALID_ROADTYPE from 255 to 0, and ROAD is 1?
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21:43:22  <Wolf01> Then what do you want to test? The economy? NRT is ALL about newgrfs
21:44:07  <frosch123> Wolf01: that is not common in ottd
21:44:13  <frosch123> invalid stuff is usually FF
21:44:34  <Wolf01> I know, but it's also used to initialize stuff to 0, and it makes road everywhere
21:44:52  <Wolf01> I already fixed bridges and depots
21:45:52  <Wolf01> I don't know how a rail piece which don't share anything with road could be seen as road by the infrastructure count
21:46:58  <Wolf01> But bridges initialized all the bits to 0, even m4 which wasn't used by rail
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21:54:15  <Samu> where are those dock stuff
21:54:18  <Samu> unspooled
21:54:26  <Samu> can only find roadhog
21:54:29  <Wolf01> Dockland
21:54:43  <Wolf01> Do you even read?
21:55:14  <Samu> oh, newgrf forum
21:55:20  <Samu> i almost never go there
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22:12:48  <Wolf01> andythenorth: as well as fixing problems in the code related to AIs, we should also try to ask some support from AI developers, or various AIs won't be compatible if NRT will hit trunk
22:12:59  <andythenorth> hmm yes
22:14:04  <Wolf01> The problem might be to find the authors, some widely used AIs are there, not updated since ever
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22:21:26  <Samu> i'm a very good ai author, cough... lol
22:21:46  <Wolf01> Too bad you can't edit other's AIs
22:26:58  <Samu> woah,, too many road types and trams
22:27:11  <Samu> looking at these newgrfs and i'm getting a headache
22:27:39  <Wolf01> You never used NuTracks then
22:28:41  <Samu> got a question, do u have trucks that can run on trams and roads at the same time?
22:29:03  <Samu> i'm really unfamiliar with this all
22:29:21  <Samu> Rattlebrook Open Truck
22:29:31  <Wolf01> Finally you found what you really need to test
22:29:31  <Samu> can enter a tram station
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22:30:21  <Samu> sec, better with a screenshot, cus i really dunno what i'm looking at
22:30:50  <Wolf01> I'm giggling
22:31:03  <Samu>
22:31:06  <andythenorth> bye
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22:31:17  <Samu> that station
22:31:28  <Samu> is a tram station? or a truck station?
22:31:31  <Samu> or both?
22:31:36  <Samu> or what the heck?
22:31:44  <Wolf01> That is both
22:32:37  <Samu> AI's have a preference for white roads
22:32:42  <Samu> as u can see
22:33:50  <Samu> the rail fence is expanding towards the station
22:34:01  <Samu> shouldn't be, i think
22:35:39  <Wolf01> It works the same in trunk, no clue of why
22:38:40  <Samu> gonna load this in multiplayer
22:40:23  <Samu> am i supposed to expect desyncs? :o
22:40:35  <Wolf01> No
22:40:37  <Samu> gonna join at random itervals
22:43:38  <Samu> what's supposed to happen to roads on bankrupt?
22:43:53  <Wolf01> The same of trunk
22:43:55  <Samu> they stay? they poof? the newgrf defines?
22:44:07  <Samu> ok
22:44:21  <Wolf01> We added more roads, didn't change how they work... ok, some do
22:44:33  <Wolf01> But only particular features
22:44:56  <Wolf01> Like disallowing level crossings, building of houses around some roads etc
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22:46:23  <supermop_work> Samu: roads stay when builder goes bankrupt
22:46:42  <supermop_work> same as in vanilla
22:46:52  <supermop_work> they revert to owner_none
22:47:40  <supermop_work> later
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22:55:47  <Wolf01> I hope he downloaded the lates unspooled
23:13:31  <Samu> are tram vehicles supposed to reverse on stations?
23:14:27  <Wolf01> No clue, that's what you need to check against trunk
23:14:52  <Samu> they can reverse anywhere apparently, i clicked reverse button
23:15:03  <Samu> i don't know, never played with trams before
23:15:33  <Wolf01> Clicking on reverse forces reverse anywhere
23:15:39  <Wolf01> Even in trunk
23:15:48  <Samu> seems strange that they can do it, they go out of their tracks
23:16:30  <Wolf01> In NRT is known that an electric tram can reverse when reaching the end of the electrification even if the track continues
23:17:06  <Wolf01> No clue if we need to solve it graphically or changing the vehicle code
23:18:37  <Wolf01> BTW, I suggest you to run 2 similar games, one with NRT, one with trunk, and check if the vehicles behave in the same way
23:18:51  <Wolf01> No unwanted reverse etc
23:19:27  <Wolf01> Also, 'night
23:19:29  <Samu> i dont know what's the equivalent trunks
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23:19:36  <Samu> newgrfs
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