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Log for #openttd on 4th February 2019:
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00:03:32  <andythenorth> yeah bed
00:03:32  *** andythenorth has left #openttd
00:04:27  <Samu> looking at my cargomonitor fix
00:04:34  <Samu> it's a svn patch
00:04:37  <Samu> fails to patch :(
00:04:45  <Samu> failed hunk
00:04:47  <peter1138> patch -p0
00:04:54  <Samu> no, it's a conflict
00:05:01  <peter1138> Oh, well that's not a surprise.
00:05:17  <Samu> conflicts with something in industry
00:05:28  <Samu> gonna try resolve
00:09:49  <Samu> wow... DeliverGoodsToIndustry has gone through massive changes
00:10:56  <Samu> or maybe not, I'm blind
00:11:58  <Samu> ind->last_cargo_accepted_at[cargo_index] = _date; this line didn't exist at the time I made the patch, must check what it does
00:12:05  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types. https://git.io/fhS1y
00:14:52  <Samu> https://github.com/OpenTTD/OpenTTD/blame/0749a291c4941511744e82a315ee34d96e053fb1/src/economy.cpp#L1065
00:14:58  <Samu> 6 months ago, heh
00:17:00  <peter1138> That's what I mean about a not very used feature :p
00:18:55  <Samu> 	Date last_cargo_accepted_at[INDUSTRY_NUM_INPUTS]; ///< Last day each cargo type was accepted by this industry
00:19:11  <Samu> okay, it's not related to cargo monitor
00:19:51  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7174: Fix #7119: When rotating a ship, apply an additional offset to avoid movement glitch. https://git.io/fhSP0
00:19:57  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7119: Ships turning around pixel alignment https://git.io/fh6oI
00:22:02  <nielsm> okay trying to add AI measurements to the framerate UI
00:22:12  <peter1138> Good luck :D
00:22:15  <Samu> cool
00:22:23  <Samu> I will appreciate
00:22:33  <Samu> if it's done per AI
00:22:39  <nielsm> it is
00:22:41  <Samu> wanna find out who's slowing down
00:22:45  <nielsm> (and also doing gamescript)
00:22:56  <Samu> :)
00:23:04  <Samu> much ty
00:24:28  <Samu> hmm tortoise svn has a different line ending than github desktop
00:24:31  <nielsm> https://0x0.st/zsBg.png
00:24:34  <nielsm> pretty big :P
00:24:59  <peter1138> Oof
00:25:03  <nielsm> I want to add the AI script name to each of them, and only include those that actually have active AI players on
00:25:18  <peter1138> Needs a scrollbar :p
00:26:38  <Samu> looking good
00:26:50  <peter1138> Are they not counted under gameloop?
00:27:04  <Samu> stategameloop
00:27:14  <peter1138> Cos I saw a very high gameloop but the ticks didn't add up
00:28:11  <nielsm> they do count under game loop yes
00:28:22  <peter1138> k
00:39:32  <Samu> Commit message, hmm okay
00:42:06  <Samu> Fix #6633: Cargo monitor industry delivery now accounts for which IndustryID the cargo was delivered to
00:42:10  <Samu> good english?
00:44:25  <Samu> well, uh I'll post it
00:45:43  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7176: Fix #6633: Cargo monitor industry delivery now accounts for which IndustryID the cargo was delivered to https://git.io/fhS1x
00:57:18  <nielsm> https://0x0.st/zsMs.jpg
01:01:12  <Samu> Save Game
01:01:19  <Samu> is that AI 1?
01:01:24  <nielsm> yes
01:04:12  <nielsm> uh how do I force recalculation of a window's size...
01:05:30  <Samu> i dont know
01:05:51  <Samu> I worked on ai gui and yet I don't know
01:06:02  <Samu> didn't need to touch window resizes..
01:07:41  <nielsm> maybe I should use the Matrix widget instead :s
01:10:28  <nielsm> ah, w->ReInit() does it
01:13:09  <glx> yes ReInit() is the right way
01:19:43  <Samu> tried to create a server game and it's hanging
01:20:22  <Samu> master
01:20:51  <Samu> gonna try again
01:21:53  <Samu> it hangs right after generating world, when starting a server
01:22:14  <Samu> gonna try release build
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01:25:55  <nielsm> hmm I'm getting hanging/infinite loop on "Allow multiple AIs to possibly start in the same tick"
01:26:13  <Samu> oh no :|
01:26:17  <Samu> rip
01:26:46  <Samu> because... ais dont start in that tick in multiplayer
01:26:57  <nielsm> this is not multi
01:27:10  <Samu> weird
01:28:19  <Samu> i dont have a problem in single player
01:28:25  <Samu> gonna try multi
01:28:50  <Samu> hands in multiplayer
01:28:56  <Samu> bah... rip my patch
01:29:04  <Samu> hangs*
01:29:10  <nielsm> ahh, hmm
01:29:34  <nielsm> maybe because I was holding shift (to ffwd) while it tried to send commands to start AI's?
01:29:46  <Samu> gonna investigate
01:29:50  <nielsm> and for some reason that was interpreted as "check costs only"
01:30:44  <nielsm> yep DoComandP sets estimate_only based on local shit key state
01:30:55  <nielsm> so it's probably not safe to use there
01:31:17  <nielsm> anyway, got names on: https://0x0.st/zsMb.png
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01:32:56  <Samu> https://github.com/OpenTTD/OpenTTD/commit/011257dc8804175dd7d1e839e97e796c0a88aee6#diff-a642ac2d124f2c9d89c466a024a6a47eR615
01:33:17  <Samu> this returns true, but queues the command on the server
01:33:41  <Samu> AI CheckStartNext can't be used in a loop then :(
01:33:49  <Samu> can't start them all in the same tick, rip
01:34:18  <nielsm> if you're holding the shift key while that DoCommandP is being called, it does nothing, except pop up an "Estimated cost: £0" box
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01:34:38  <Samu> let me make sure my claim is correct
01:34:41  <Samu> brb
01:38:31  <Samu> bah... confirmed NetworkSendCommand(tile, p1, p2, cmd & ~CMD_FLAGS_MASK, callback, text, _current_company);
01:38:37  <Samu> command is queued
01:41:20  <Samu> gonna see 1 tick is enough
01:41:30  <Samu> at least they could start in 15 ticks
01:44:48  <Samu> 1 tick is sufficient
01:53:43  <Samu> ok, i'm making a pr about it
02:01:32  <nielsm> https://github.com/nielsmh/OpenTTD/tree/ai-framerate
02:01:48  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7177: Fix: AI companies can't start in the same tick in multiplayer https://git.io/fhSME
02:02:18  <Samu> so now they start in 15 ticks
02:03:09  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh opened pull request #7178: Add AI and GS to framerate window https://git.io/fhSMz
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02:15:46  <Samu> already testing it, really great!
02:27:06  <Samu> yay
02:27:29  <Samu> AroAI is in the red
02:28:13  <Samu> SimpleAI is the one who was creating huge stalls
02:28:18  <Samu> this is simply amazing!
02:28:27  <Samu> i can get right to the problem
02:28:31  <Samu> frame rate window, best window
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06:37:03  <andythenorth> moin
06:42:19  <peter1138> yes
06:46:05  <andythenorth> that happened
07:05:02  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7177: Fix: AI companies can't if shift is held, or in multiplayer. https://git.io/fhSyM
07:22:16  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7177: Fix: AI companies can't start in the same tick in multiplayer https://git.io/fhSSt
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07:31:25  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7178: Add AI and GS to framerate window https://git.io/fhSSY
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08:28:56  <LordAro> moin
08:45:20  <andythenorth> o/
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08:52:03  <planetmaker> moin
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09:15:45  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7177: Fix: AI companies can't start in the same tick in multiplayer https://git.io/fhS9H
09:22:23  <Pikka> boing
09:25:10  <planetmaker> bong
09:26:06  <LordAro> bng
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09:31:46  <peter1138> Lar de dar.
09:32:20  <Eddi|zuHause> Lloret de mar?
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09:41:29  <peter1138> Well.
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10:28:08  <Pikka> well well well
10:28:45  <andythenorth> yes
10:28:47  <andythenorth> well cars
10:28:52  <andythenorth> I should draw them
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10:34:00  <nielsm> morning
10:38:13  <andythenorth> lo
10:56:05  <andythenorth> so built-in sprite overlays for night mode? o_O
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11:12:20  <peter1138> Built in recolouring?
11:12:42  <peter1138> When it night time? Daily? :P
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11:28:18  <andythenorth> daily :P
11:28:29  <andythenorth> except in arctic
11:28:37  <andythenorth> 6 months day, 6 months night in arctic
11:47:46  <nielsm> lol RailwAI https://0x0.st/zsQn.png
11:48:37  <planetmaker> :)
11:48:49  <planetmaker> Honestly, I might have built similarily.
11:48:58  <planetmaker> Not sure whether tunnel and bridge are different in price
11:49:20  <Eddi|zuHause> bridge has a speed limit, mostly, and blocks town growth more
11:49:59  <Eddi|zuHause> not sure why it made the bridge this long, though
11:57:41  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types. https://git.io/fhS1y
11:58:48  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7178: Add AI and GS to framerate window https://git.io/fhSMz
11:58:59  <peter1138> I'm impressed it managed to build stuff like that.
11:59:22  <peter1138> I might download an old version just to giggle at the old cheaty AI.
12:03:56  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7178: Add AI and GS to framerate window https://git.io/fhS7h
12:40:06  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7120: Feature: Town Voronoi diagram https://git.io/fhS5V
12:42:20  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7120: Feature: Town Voronoi diagram https://git.io/fhS5w
13:09:03  <peter1138> Repaint cargo? :/
13:15:29  <andythenorth> maybe :P
13:15:59  <peter1138> No.
13:18:42  <peter1138> andythenorth, ^^ https://www.tt-forums.net/viewtopic.php?f=26&t=84793
13:19:03  <peter1138> "I've implemented it in seven liveries, created a custom repaint cargo, and implemented dynamic running costs."
13:19:07  <peter1138> That's going to be 'fun'
13:19:28  <andythenorth> people have to try things to learn :
13:19:29  <andythenorth> :)
13:19:46  <andythenorth> I considered dynamic Horse running costs this morning :)
13:19:47  <andythenorth> but no
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13:20:09  <andythenorth> custom repaint cargo :P
13:20:10  <andythenorth> oof
13:24:31  <andythenorth> vehicle groups much peter1138? o_O
13:25:07  <andythenorth> what did we call them?  'variants'?
13:29:35  <peter1138> Variants.
13:29:46  <peter1138> Although I'm not sure it'd work in this case.
13:29:58  <peter1138> I don't anticipate being able to refit between variants.
13:30:57  <peter1138> I wonder if custom fonts are ignored on OS X.
13:32:27  <Eddi|zuHause> what happened to "don't make regearing cargo, because it conflicts with industry sets"?
13:35:25  <peter1138> Maybe instead of making variants different engine IDs we could have a strongly defined list of... er... variants attached to a single vehicle.
13:36:29  <andythenorth> yeah
13:36:31  <peter1138> Instead of "if you refit to this and this subtype, do you get one of these" it'd be "choose from this list, and we set this property on the vehicle"
13:36:39  <andythenorth> I wondered about forcing that they're subtypes
13:36:45  <peter1138> You could use ctrl-click to change in the depot ;p
13:36:49  <andythenorth> I got lost in some whole thing about parents and pointers :P
13:37:03  <andythenorth> then I made horse instead
13:37:13  <andythenorth> ctrl-click :P
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13:37:29  <andythenorth> peter1138: just implement this UI https://dev.openttdcoop.org/attachments/download/9258/vehicle_options.png
13:37:38  <peter1138> Yeah no.
13:37:50  <andythenorth> because ctrl-click is too weird apparently :P
13:38:31  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7176: Fix #6633: Cargo monitor industry delivery now accounts for which IndustryID the cargo was delivered to https://git.io/fhSd2
13:38:38  <Samu> hi~
13:39:38  <andythenorth> well
13:39:51  <andythenorth> setting costs takes fricking ages
13:39:57  <andythenorth> I've been doing this for weeks
13:40:41  <andythenorth> repo says I'm lying, it's 6 days :P
13:44:44  <Samu> i tested the shift key
13:44:51  <Samu> it's also a problem
13:45:13  <Samu> why would do command look whether shift key is pressed down?
13:45:21  <Samu> makes no sense
13:45:32  <Samu> it shouldn't care
13:48:53  <Samu> this would mean, in theory, that no AI company would ever be created if the shift key is pressed down the entire time
13:51:42  <Samu> that's something that's present even before the "start immediately" feature
13:51:46  <Samu> patch
13:51:54  <Samu> how to solve :(
13:52:20  <Eddi|zuHause> youtube is being stupid again... you click on one music video, and all it shows you for weeks is more music videos...
13:52:36  <andythenorth> youtube is stupid
13:52:38  <andythenorth> fixed it :)
13:56:24  <peter1138> Samu, because shift is always "get cost of command"
13:56:34  <peter1138> Samu, it's a bug that it affects that location.
14:00:10  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7177: Fix: AI companies can't start in the same tick in multiplayer https://git.io/fhSdb
14:00:37  <Samu> _shift_pressed = true
14:00:40  <Samu> pff
14:01:00  <andythenorth> the purpose of building trains in the game is make shitloads of money, right?
14:01:08  <andythenorth> no point trying to nerf them, to make it 'hard'
14:01:12  <andythenorth> ?
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14:02:50  <nielsm> peter1138 yeah I like that fix better, more pinpoint and doesn't effectively revert the previous change
14:09:06  <Samu> can _shift_pressed be turned false during the loop?
14:09:17  <Samu> then turned back true after that?
14:09:36  <nielsm> generally not
14:09:44  <nielsm> it gets set by the video driver
14:09:49  <nielsm> before the video driver calls the game loop
14:10:01  <Samu> hmm
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14:25:55  <Samu> gonna experiment
14:30:36  <Samu> must detect estimate_only
14:31:00  <Samu> estimate_only is false during the first loop, it's only true when looping on the 2nd time
14:31:08  <Samu> what is happening
14:31:32  <andythenorth> oof
14:34:54  <Samu> 	bool estimate_only = _shift_pressed && IsLocalCompany() && 			!_generating_world && 			!(cmd & CMD_NETWORK_COMMAND) && 			(cmd & CMD_ID_MASK) != CMD_PAUSE;
14:35:54  <Samu> why estimate_only is false on the first loop
14:36:27  <Samu> _shift_pressed is already true, but something else makes it false
14:36:41  <Samu> makes estimate_only false
14:38:13  <Samu> ah, IsLocalCompany() is false
14:38:56  <Samu> _local_company is 0
14:39:01  <Samu> _current_company is 16
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14:39:33  <Samu> and on the 2nd loop
14:39:38  <Samu> _local_company is 0
14:39:43  <Samu> _current_company is 0
14:40:52  <nielsm> what I did when triggering the bug was singleplayer, start the game with no AI players, set AI players to 2, set both to have 0 start delay, hold shift until 1st february passed, then the game froze in that loop
14:41:25  <Samu> got stuck estimating the cost of starting an AI
14:42:37  <Samu> gonna try something "different"
14:43:06  <Samu> set _current_company to 16
14:43:18  <Samu> while executing the loop
14:43:33  <Samu> restore current company after the loop is executed
14:44:55  <Samu> so that the command is executed as OWNER_NONE
14:45:06  <Samu> instead of the company you're playing
14:49:29  <Samu> identifier Backup is undefined :(
14:49:45  <peter1138> There's two bugs now.
14:49:54  <Samu> oh? :(
14:50:09  <peter1138> One is that if you are pressing shift, AIs won't start. This was already there.
14:50:29  <peter1138> There is a new bug now though that if you are pressing, OR in multiplayer, the game will now hang.
14:50:45  <peter1138> The comment about "this works in multiplayer" is wrong :p
14:56:58  <peter1138> Samu, even if you worked around the shift bug, it still wouldn't work in multiplayer.
14:57:18  <peter1138> There is a quick fix for the shift bug: _shift_pressed = false.
14:57:25  <peter1138> s/fix/hack/
14:57:54  <Samu> damn, gist is so bad, why ppl use it
14:58:07  <peter1138> What is it bad at?
14:58:08  <Samu> https://gist.github.com/PeterN/65b472e6ecbda7cd0b1e9576362f4c5b#gistcomment-2827984
14:58:10  <Samu> rofl
14:58:35  <Samu> https://paste.openttdcoop.org/pzbubvo7n much better looking
14:58:37  <peter1138> No, that's nasty.
14:58:51  <LordAro> i think that's you not understanding how markdown works
14:59:07  <peter1138> The diff also doesn't understand what the problem is :/
15:00:24  <Samu> oh crap forgot to change cur_company to 16
15:00:51  <peter1138> It's easier and simpler just to pretend shift isn't pressed...
15:00:57  <peter1138> Still an ugly hack
15:01:10  <peter1138> Still won't work in MP
15:03:41  <Samu> for multiplayer, I have to think
15:03:49  <Samu> of something else
15:04:04  <peter1138> I can think of a way.
15:04:53  <peter1138> Count how many AIs are due to start, then then send a single command for all of them.
15:06:11  <peter1138> Then the command can internally start *up to* that amount.
15:13:46  <peter1138> https://i.redd.it/cz5k79hpiie21.jpg < 90 degree turns, eh?
15:18:18  <Samu> needs to know in advance which ai it can start next
15:18:24  <Samu> the delay, i mean
15:19:03  <Samu> AI::GetStartNextTime(skip_some)
15:19:07  <Samu> something like that
15:20:51  <peter1138> Not quite "skip_some"
15:30:14  <Eddi|zuHause> slooooow loading
15:31:03  <Eddi|zuHause> plus, is that a "screenshot" made by photo?
15:31:16  <peter1138> Looks lik eit.
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15:56:30  <Samu> trying the skip method
15:57:48  <Samu> main problem is that return DoCommandP(0, 1 | INVALID_COMPANY << 16, 0, CMD_COMPANY_CTRL); seems to only return true in multiplayer, i wonder if it can actually return a false
16:07:22  <Samu> skip method seems to work
16:07:43  <Samu> at least for the server, unsure about when a client connected to the server
16:07:51  <nielsm> yes.... that's the documented and intended behavior for DoCommandP in multiplayer
16:07:59  <Samu> harder to test
16:08:03  <nielsm> it's async/fire and forget
16:08:15  <nielsm> you can't know if it has succeded until next frame
16:08:22  <nielsm> and you can't block until then
16:12:17  <peter1138> That's why I said what I said above :p
16:12:40  <peter1138> Hmm, here's a thought...
16:12:47  <peter1138> Hmm, no.
16:13:10  <peter1138> This is in the main game loop
16:13:13  <peter1138> All clients run it.
16:13:49  <peter1138> In theory it shouldn't need to be a DoCommandP.
16:15:43  <glx> but only the server can start an AI
16:16:06  <glx> clients only "create" a company
16:16:47  <glx> when they get the server command to do it
16:16:53  <peter1138> Sure.
16:17:43  <peter1138> But if the server knows...
16:17:45  <glx> and it's a DoCommandP because server has to send it
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16:24:13  <DorpsGek_II> [OpenTTD/OpenTTD] flitzpiepe commented on pull request #7145: TBTR 2.0 (Template-based Train replacement) https://git.io/fhSNY
16:26:30  <glx> anyway even if we can't start all AIs in the same tick but 1 per tick it's still almost immediate
16:27:03  <nielsm> yeah that may as well be simultaneous
16:27:32  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7145: TBTR 2.0 (Template-based Train replacement) https://git.io/fhSNZ
16:28:26  <peter1138> The other issue is a bit weird too.
16:28:37  <peter1138> Can't start an AI if shift is being pressed.
16:29:01  <glx> because commands check it
16:29:34  <peter1138> Yeah, I know why, but it's clearly unintentional here :)
16:29:41  <glx> I think the cost test is useless fot CMD_COMPANY_CTRL
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16:30:46  <nielsm> yeah it reproduces for me: start new game with no AIs, go to AI settings and raise to two AIs, configure both AIs to have zero start delay, hold shift when the date turns from january to february
16:31:02  <nielsm> and that occurs since holding shift is the way to ffwd in debug builds
16:31:09  <peter1138> *nod*
16:32:38  <nielsm> checking shift state in DoCommandP seems really wrong to me, on a theoretical level
16:32:52  <nielsm> it should not include an UI concern like that
16:33:07  <peter1138> Normally DoCommandP is called from a UI context.
16:33:21  <glx> it's often called in menus
16:33:33  <peter1138> The server running DoCommandP is very rare.
16:33:35  <glx> or OnClick()
16:35:14  <glx> an enum for CMD_COMPANY_CTRL commands would be nice :)
16:35:38  <glx> I may take a look at that
16:40:34  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7177: Fix: AI companies can't start in the same tick in multiplayer https://git.io/fhSME
16:40:37  <Samu> check it out
16:42:38  <peter1138> That looks very misguided.
16:44:29  <glx> oh there is     if (cmd_id == CMD_COMPANY_CTRL) { in DoCommandPInternal
16:44:43  <glx> maybe something to abuse
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16:48:00  <glx> hmm no happens after estimate_only check
16:48:49  <DorpsGek_II> [OpenTTD/OpenTTD] flitzpiepe commented on pull request #7145: TBTR 2.0 (Template-based Train replacement) https://git.io/fhSNa
16:50:08  <Samu> with this ship thing, i broke single player, I be
16:50:09  <Samu> t
16:50:12  <Samu> skip
16:50:20  <peter1138> It's a terrible idea.
16:50:25  <Samu> ok :)
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16:53:37  <Samu> } while (AI::GetStartNextTime(_networking ? ++skip : 0) == 0);
16:53:40  <Samu> kek
16:54:11  <peter1138> I think for a quick fix my gist is probably the right way?
16:57:50  <Samu> making a quick fixes to this skip to work in single player
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16:58:32  <Samu> but well
16:58:33  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7177: Fix: AI companies can't start in the same tick in multiplayer https://git.io/fhSME
16:58:52  <Samu> starting in 15 ticks isn't not that bad, it's just not instant
17:00:43  <Samu> I don't know, it should behave similar in both game modes
17:01:19  <Samu> either instant to all, or 15 ticks to all, imo
17:02:11  <glx> maybe we can do something about estimate_only calculation
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17:05:01  <Samu> that is handled by backup now
17:05:11  <Samu> executes command as OWNER_NONE
17:05:24  <Samu> estimate_only is false
17:05:38  <Samu> no more shift problems
17:05:57  <peter1138> Switching to OWNER_NONE is horrible, BUT
17:06:26  <peter1138> From a networking point of view, you can only execute a command as the company you are.
17:07:09  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7179: Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions https://git.io/fhSNF
17:08:02  <glx> better add an exception like for             (cmd & CMD_ID_MASK) != CMD_PAUSE;
17:08:10  <peter1138> Yeah
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17:20:38  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7145: TBTR 2.0 (Template-based Train replacement) https://git.io/fhSAm
17:20:58  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7180: Fix #7151: Hang when concurrently starting AIs in multiplayer, or with shift pressed. https://git.io/fhSAY
17:23:12  <peter1138> Now, there is another question.
17:23:39  <peter1138> Hmm
17:24:17  <peter1138> Something about, as its in the gameloop, would all clients be trying to do a DoCommandP...
17:26:37  <glx> why would they ?
17:29:58  <Samu> i'm getting an assert on the client
17:30:03  <Samu> how to debug clients?
17:30:29  <glx> start client in visual studio
17:30:51  <Samu> it was requested on client side to do AI::Save
17:30:57  <Samu> but there is no ai instance, asserted
17:31:10  <Samu> rip instant AIs
17:31:30  <glx> client should not save AI data
17:31:31  <Samu> --------------------------- Error! --------------------------- Assertion failed at line 281 of d:\openttd\openttd github\openttd\src\ai\ai_core.cpp: c != NULL && c->ai_instance != NULL --------------------------- OK    ---------------------------
17:31:33  <glx> it can't
17:31:43  <peter1138> As long as it has no AI config at all, then yeah.
17:32:20  <peter1138> In that case it is an "implicit" check as there's nothing in that flow that says "if networking && !network server"
17:32:44  <Samu> ok running 2 visual studios, :p
17:33:30  <glx> visual studio doesn't like 2 instance of the same solution
17:33:47  <Samu> it will have to
17:36:24  <glx> peter1138: probably no need to protect _networking access with #ifdef
17:36:59  <peter1138> Oh right. Got used to it :/
17:37:22  <Samu> waiting for february, to see what happens
17:37:31  <glx> I think ENABLE_NETWORK is only needed for network specific functions
17:37:49  <peter1138> #define _networking 0
17:38:10  <peter1138> I wonder
17:38:31  <peter1138> Line 601 is guarded too, already. Hence why I got confused I guess.
17:38:34  <Samu> https://imgur.com/a/ihtBasP weird stuff
17:39:39  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7180: Fix #7151: Hang when concurrently starting AIs in multiplayer, or with shift pressed. https://git.io/fhSAY
17:39:54  <peter1138> ^^
17:40:22  <Samu> AIs are clients?
17:40:53  <peter1138> No.
17:41:22  <peter1138> That would be neat though. Have a client that is actually an AI.
17:41:44  <glx> line 601 is guarded because settings.network is empty without ENABLE_NETWORK
17:41:44  <peter1138> You'd get multi-core support, but you'd have to run multiple game instances...
17:41:50  <peter1138> Ahhh
17:42:27  <Samu> why am I not getting a crash now?
17:42:52  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7179: Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions https://git.io/fhSAX
17:45:51  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7178: Add AI and GS to framerate window https://git.io/fhSA9
17:49:07  <Samu> it can't be done
17:49:12  <Samu> or I can't do it
17:49:37  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7179: Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions https://git.io/fhSAF
17:49:39  <Samu> trying to start 1 per tick again
17:49:42  <Samu> brb
17:50:13  <peter1138> You can do 1 per tick easily: don't loop.
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17:51:14  <peter1138> SimpleAI does a lot of stuff on loading that big  savegame.
17:54:22  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7178: Add AI and GS to framerate window https://git.io/fhSMz
17:56:30  <Samu> 15 ticks :(
17:56:40  <Samu> better than 74 ticks
17:56:51  <peter1138> Still bet... yeah.
17:57:08  <Samu> @calc 74 * 15 - 1 * 15
17:57:08  <DorpsGek> Samu: 1095
17:57:08  <nielsm> 15 ticks is a fifth of a day, practically nothing
17:57:45  <Samu> what about single player
17:57:52  <Samu> instant or 15 ticks?
17:58:28  <Samu> i'd like instant, but then... it won't do the same as in multiplayer, hmm :(
17:58:34  <peter1138> With my patch it's instant.
17:59:29  <Samu> it's your call, I guess
17:59:59  <Samu> makes single player special
18:00:02  <Samu> hehe
18:00:10  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7179: Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions https://git.io/fhSxv
18:01:21  <glx> Extract<> was a good suggestion, but too heavy for this
18:01:31  <peter1138> Samu, you don't need any of that skip bollocks to make it do 1 company per tick.
18:01:45  <glx> the switch already handles all the checks
18:01:46  <peter1138> Samu, you just remove the loop.
18:03:14  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7177: Fix: AI companies can't start in the same tick in multiplayer https://git.io/fhSME
18:03:25  <Samu> no loop
18:03:28  <glx> without the loop it will start 1 company each tick anyway :)
18:04:03  <Samu> there seems to be some weirdiness in multiplayer trying to sync the number of companies anyway
18:04:16  <Samu> when a client joins in the middle of a company start
18:05:08  <Samu> and if that client also starts a company... hmm chaos
18:05:15  <glx> should not
18:05:25  <glx> commands are queued
18:07:04  <Samu> if you think it's ok to have companies start instantly in single player, then go for it
18:07:18  <Samu> disregard my PR
18:07:37  <Samu> if you think it's better to have single player and multiplayer behave the same, then use my PR
18:07:43  <Samu> which starts 1 per tick
18:07:57  <Samu> as for the shift command, i think you're already handling that separately
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18:08:36  <peter1138> #opcodes before scripts are suspended: 250,000
18:08:45  <peter1138> Holy shit Samu, no wonder this savegame is slow.
18:09:21  <peter1138> And... I can't change it in game :(
18:09:24  <glx> AIs eating CPU
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18:10:00  <Samu> i want them to be the smartest they can
18:10:16  <peter1138> Yeah, but you'll have to deal with it being slow as shit.
18:10:33  <Wolf01> o/
18:11:15  <peter1138> Why is that not changeable in game, anyway?
18:11:26  <Samu> no idea
18:11:41  <Samu> maybe multiplayer sync issues?
18:11:45  <peter1138> I just removed that flag, changed it.
18:12:17  <peter1138> Well, something still causes a pause. Evaluator stuff?
18:12:38  <Samu> evaluators are usually heavy
18:12:55  <peter1138> I guess they are not opcode limited? :/
18:13:39  <Samu> they're iterating lists
18:13:48  <Samu> so, it's normal they're heavy
18:14:27  <Samu> but... hmm
18:15:05  <Samu> they're not opcode limited, but they are timed
18:15:08  <Samu> i think
18:15:33  <Samu> if they take too long, the ai is killed
18:15:50  <Samu> that's the impression I get, not really sure
18:16:30  <glx> iterators are internal openttd functions, can't be opcode limited
18:16:41  <glx> IIRC
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18:23:29  <glx>         if (ScriptController::GetOpsTillSuspend() < -1000000) { <-- valuate errors when it takes very long time
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18:25:54  <Samu> nielsm: wouldn't it be better to range from 1-15 rather than 0-14?
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18:31:49  <Wolf01> https://www.youtube.com/watch?v=0HHqZMHRJQ8 new rail set for andythenorth: firerail for arctic climate
18:32:12  <andythenorth> railtype var
18:34:48  <Samu> https://imgur.com/FXI2IrR 0-14
18:36:33  <glx> paxlink seems to do heavy stuff
18:55:07  <andythenorth> yo
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19:16:31  <DorpsGek_II> [OpenTTD/OpenTTD] gregcarlin commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size. https://git.io/fhShI
19:18:12  *** octernion has joined #openttd
19:21:23  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7179: Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions https://git.io/fhShm
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19:33:29  <andythenorth> quick hide :P
19:33:45  <Pikka> very
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19:42:24  <peter1138> le dragon horse boy
19:43:22  <DorpsGek_II> [OpenTTD/OpenTTD] gregcarlin commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size. https://git.io/fhShB
19:47:17  <drac_boy> hm I kinda like that .. makes sense people would have high resolution graphic without the teeny texts that follows it
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19:56:20  <andythenorth> well
19:56:26  <andythenorth> I spent 6 days setting Horse costs
19:56:32  <andythenorth> I _think_ it worked :P
19:56:45  <drac_boy> lot of trials and gametests right andy? :)
19:56:54  <andythenorth> not sure how to explain the cargo_age_period malus though
19:57:00  <andythenorth> bonus is much easier to explain :p
19:57:49  <drac_boy> ah yeah..I wouldn't know how to describe charts either :P
19:59:42  <drac_boy> btw am I thinking that 'horse' as in 'iron horse' right? just want be sure I wasn't thinking of the wrong trainset
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20:01:38  <DorpsGek_II> [OpenTTD/OpenTTD] George-VB commented on issue #7133: Graphics glitch with tunnels https://git.io/fhShM
20:01:42  <DorpsGek_II> [OpenTTD/OpenTTD] George-VB commented on issue #7136: Sprite sorting issue with FIRS https://git.io/fhShD
20:05:09  <DorpsGek_II> [OpenTTD/OpenTTD] gregcarlin updated pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size. https://git.io/fhLFX
20:05:58  <DorpsGek_II> [OpenTTD/OpenTTD] gregcarlin updated pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size. https://git.io/fhLFX
20:06:45  <DorpsGek_II> [OpenTTD/OpenTTD] gregcarlin commented on pull request #7003: Feature #6918: Add option to adjust font size separately from GUI size. https://git.io/fhSh7
20:08:39  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7179: Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions https://git.io/fhSNF
20:10:24  <drac_boy> a few people seem to be busy today :)
20:11:07  <DorpsGek_II> [OpenTTD/OpenTTD] George-VB commented on issue #5006: Railtypes: 'hide railtype' flag https://git.io/fhShN
20:11:53  <LordAro> it's much more obvious nowadays :)
20:12:35  <LordAro> hmm, >40 open PRs again
20:12:54  <drac_boy> mm funny timing for me to recheck on irc then I guess :)
20:14:37  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro updated pull request #7170: Update: Changelog https://git.io/fhSVe
20:14:42  <LordAro> someone should review that one
20:16:57  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSjv
20:18:49  <drac_boy> I don't think I'm much help anyhow sorry :)
20:20:41  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7150: Change: Make ships stop in locks to move up/down instead of following the slope. https://git.io/fhSjf
20:20:52  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7150: Change: Make ships stop in locks to move up/down instead of following the slope. https://git.io/fhDyC
20:21:58  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types. https://git.io/fhSjJ
20:22:07  <peter1138> LordAro, careful
20:22:21  <peter1138> that should conflcit
20:22:28  <LordAro> see the text :)
20:22:48  <peter1138> Phew.,
20:22:56  <peter1138> Still has a green tick in the PR list.
20:23:13  <LordAro> silly github
20:23:21  <LordAro> is #7118 still wip?
20:23:28  <drac_boy> don't you more specifically mean "silly github-ms" :)
20:23:36  <LordAro> not really, no
20:25:23  <peter1138> That is somewhat easier to resolve.
20:25:33  <LordAro> wonder why that is ^^
20:28:48  <peter1138> Well... :)
20:28:53  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro closed pull request #7005: Fix #7004: Redraw linkgraph overlay correctly after zoom https://git.io/fhtUO
20:28:54  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7005: Fix #7004: Redraw linkgraph overlay correctly after zoom https://git.io/fhSjO
20:28:58  <peter1138> As if we should keep the number in it :p
20:29:15  <peter1138> Is #7080 better?
20:29:26  <peter1138> It's certainly a lot more code.
20:29:28  <LordAro> i wondered that immediately after i pressed the button
20:30:02  <LordAro> feel free to reopen
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20:31:01  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types. https://git.io/fhSjJ
20:31:02  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types. https://git.io/fhS1y
20:31:32  <peter1138> Gonna run out of savegame versions ;)
20:33:00  <frosch123> more likely than running out of git hashes
20:35:14  <andythenorth> so how to explain cargo aging malus in buy menu?
20:35:21  <andythenorth> "This coach will not pay well on long routes" ??
20:35:30  <LordAro> frosch123: care to look over #7000 ?
20:35:30  <andythenorth> what is 'long' route? :P
20:35:58  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro reopened pull request #7005: Fix #7004: Redraw linkgraph overlay correctly after zoom https://git.io/fhtUO
20:35:59  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7005: Fix #7004: Redraw linkgraph overlay correctly after zoom https://git.io/fhSjW
20:36:26  <peter1138> Oh wow, git blame isn't even useful for finding savegame revision order.
20:36:30  <frosch123> LordAro: it's on the list
20:36:46  <LordAro> :)
20:36:46  <frosch123> not sure whether before or after eints-not-committing-invalid strings
20:37:01  <LordAro> ooh, probably after
20:37:09  <LordAro> if there's an actual ordering to these things :p
20:37:11  <peter1138> last year we've done 10 savegame bumps
20:37:13  <frosch123> also newgrf specs
20:37:13  <drac_boy> have fun with git pulls.. going atm
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20:37:22  <peter1138> before that, 10 savegame bumps takes you back to 2013...
20:37:25  <frosch123> was more added? or just house acceptence?
20:37:32  <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7180: Fix #7151: Hang when concurrently starting AIs in multiplayer, or with shift pressed. https://git.io/fhSj4
20:39:34  <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on issue #5006: Railtypes: 'hide railtype' flag https://git.io/fhSj0
20:39:40  <LordAro> frosch123: #7000 isn't about house acceptance at all ?
20:39:47  <LordAro> railtype stuff
20:40:32  <peter1138> LordAro, i feel like 7005 should be handled by an InvalidateData() call somehow
20:40:52  <frosch123> LordAro: #6872
20:40:57  <LordAro> "The currently selected base graphics set is missing 4 sprites" ogfx needs an update :o
20:41:07  <planetmaker> hm, what is missing?
20:41:15  <LordAro> livery stuff, i think?
20:41:23  <andythenorth> oof, horse has got too realistic :(
20:41:24  <glx> livery group yes
20:41:26  <peter1138> Some icons.
20:41:33  <peter1138> andythenorth, rollback the R.
20:41:36  <planetmaker> don't you say :P
20:41:40  <LordAro> frosch123: that got merged 2 weeks ago :>
20:41:55  <frosch123> LordAro: yes, but noone bothered updating the specs
20:41:57  <andythenorth> I am testing all this cost crap
20:42:00  <LordAro> oh, right
20:42:07  <LordAro> ooh, i see
20:42:16  <frosch123> but, ok, i add "more gui sprites" to the updates :p
20:42:17  <LordAro> i missed your "also newgrf specs"
20:42:17  <andythenorth> and it shows that for freight like coal, there's no need for the 'big' shiny freight engine
20:42:27  <peter1138> :/
20:42:32  <andythenorth> just run the medium engine, let it go slower, doesn't matter, payment curve is flat :)
20:42:34  <peter1138> LordAro, 7175 no conflicty now
20:42:45  <peter1138> I don't notice missing sprites cos I use the best set ;)
20:42:52  <andythenorth> there are others? :o
20:43:08  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types. https://git.io/fhSjg
20:43:14  <frosch123> LordAro: does the fallback to openttd.grf sprites still work?
20:43:16  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7175: Fix #6803: CargoMonitorID bit packing updated to handle 64 cargo types. https://git.io/fhS1y
20:43:36  <LordAro> frosch123: it does
20:43:55  <LordAro> peter1138: i would if i were on linux, but i'm on windows, and i don't do development on windows :p
20:44:02  <LordAro> (except when i do development on windows)
20:44:21  <peter1138> LordAro, I'm on Windows... and I'm using a Linux VM to do development, because, well, Windows... :/
20:44:44  <peter1138> Hmm, NightGFX, eh
20:45:10  <peter1138> Oh gods, zBase/aBase ...
20:45:12  <peter1138> sadface
20:45:53  <peter1138> Toolbar icons are still too big.
20:46:27  <Pikka> yar
20:46:29  <peter1138> Tile edge glitching...
20:46:40  <peter1138> And non-animated water
20:46:46  <Pikka> :D
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20:46:54  <planetmaker> yes :(
20:47:23  <peter1138> Hmm, with my RGB remaps patch (RGB CC) it's also possible to do RGB remaps of other stuff.
20:47:24  <planetmaker> I'm really sad that 32bpp sprites in a good way are STILL not a thing. Years after they became possible
20:47:37  <peter1138> Means instead of picking ttd colours, you get... any colour.
20:47:47  <planetmaker> you mean night GFX? :D
20:48:05  <peter1138> Heh
20:48:13  <andythenorth> I wondered if we could do night by remapping windows
20:48:17  <peter1138> Dynamic remaps are in it as well, so yeah.
20:48:19  <andythenorth> but I think it needs an overlay
20:48:27  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7178: Add AI and GS to framerate window https://git.io/fhSjo
20:48:36  <Pikka> planetmaker, working on it :P
20:48:38  <andythenorth> I would probably do night FIRS :P
20:48:50  <andythenorth> totally pointless
20:48:53  <planetmaker> Pikka, I meant as OpenTTD-side colour change ;)
20:48:59  <LordAro> orct2 implemented night mode quite decently, i thought
20:49:01  <Pikka> :D
20:49:06  <peter1138> planetmaker, Pikka means a baseset, I hope :)
20:49:07  <planetmaker> possibly with an extra map similar to animated water
20:49:34  <planetmaker> I hope :)
20:49:42  <LordAro> https://openrct2.org/forums/topic/956-light-sprites-during-night-timeraining/?tab=comments#comment-7182
20:50:10  <peter1138> :o
20:52:02  <LordAro> wait, i think that's a super advanced experimental version - this is what i was originally thinking of https://files.gitter.im/OpenRCT2/OpenRCT2/bBso/blob
20:52:16  <LordAro> which is indeed just changing the palette
20:52:18  <peter1138> Hmm, is there a git config to make commit amends show the current date?
20:53:27  <peter1138> I know supplying --author does it, but I don't remember that all the time.
20:53:58  <LordAro> why do you want the current date?
20:54:30  <peter1138> Sometimes it's more useful.
20:54:55  <peter1138> Oh my, I need to rebase nrt again :)
20:57:27  <peter1138> Well, that was easy.
20:58:02  <LordAro> ^^
21:02:57  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6811: Feature: Add NotRoadTypes (NRT)  https://git.io/vhlfg
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21:04:55  <peter1138> git is awfully nice and puts the conflicting lines in the correct order, even.
21:07:44  <peter1138> Hmm, I could probably unmerge the old NRT now I've been using git a bit more now.
21:07:47  <peter1138> But...
21:07:47  <peter1138> No :p
21:08:01  <peter1138> -Fix: Warnings.
21:08:02  <peter1138> NIce .
21:08:26  <peter1138> git branch -D road-and-tram-types
21:08:28  <peter1138> Indeed.
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21:17:33  <DorpsGek_II> [OpenTTD/OpenTTD] George-VB commented on issue #5006: Railtypes: 'hide railtype' flag https://git.io/fh9eU
21:30:35  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #5006: Railtypes: 'hide railtype' flag https://git.io/fh9eW
21:33:06  <peter1138> I wonder why he did that...
21:34:20  * andythenorth sets freight weight multiplier to 6, big engine starts to win more :P
21:34:32  <peter1138> :D
21:35:53  <andythenorth> I may even have won this :P
21:36:32  <andythenorth> I've kinda normalised costs vs. HP, so you can choose pretty much any train
21:36:38  <andythenorth> but on short routes, small trains win more
21:36:43  <andythenorth> and long routes, big trains win more
21:36:49  <andythenorth> seems to work
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22:04:29  <andythenorth> oof can't keep up with github now :)
22:05:06  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7178: Add AI and GS to framerate window https://git.io/fh9vU
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22:11:09  <Samu> well, my stuff conflicts
22:11:17  <Samu> it's to be closed, I assume
22:11:23  <Samu> deleting branch
22:13:18  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick closed pull request #7177: Fix: AI companies can't start in the same tick in multiplayer https://git.io/fhSME
22:13:33  <Samu> oh, deleting automatically closes
22:13:37  <Samu> interesting
22:14:02  <LordAro> difficult to merge a branch that doesn't exist
22:14:21  <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 opened issue #7181: 4e9e1157 is broken https://git.io/fh9vW
22:14:39  <frosch123> hmm, i expected gh to link that revision
22:14:50  <LordAro> Not in titles
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22:17:47  <glx> it does in commits and comments
22:18:01  <frosch123> i edited the text
22:18:04  <peter1138> It's pretty annoying yes.
22:18:17  <LordAro> i imagine "all tiles" was intended?
22:18:53  <glx> what does the spec says ?
22:19:02  <frosch123> noone wrote a spec
22:19:15  <LordAro> though i don't see how it only applies to the north tile though? looks like it applies at the aircraft's current position
22:19:25  <LordAro> -though
22:19:32  <frosch123> AirportTileAnimationTrigger vs AirportAnimationTrigger
22:19:58  <frosch123> oh, i misread that
22:20:04  <frosch123> yeah, touchdown tile
22:20:09  <peter1138> That's... rather specific.
22:20:33  <peter1138> Did someone want to ... draw tyre smoke or something hideous?
22:20:47  <LordAro> the point of it was the draw tyre marks, iirc
22:21:01  <peter1138> Oh. Oh dear.
22:21:10  <LordAro> https://github.com/OpenTTD/OpenTTD/issues/6334 exactly what the issue says
22:21:20  <LordAro> and apparently it's already part of OGFXAirports?
22:21:22  <andythenorth> it was implemented in OGFX+ Airports
22:21:24  <andythenorth> for some time
22:21:29  <andythenorth> I was about to comment on ticket, but eh
22:22:14  <glx> "The trigger is fired for all tiles of the airport at the same time."
22:22:50  <peter1138> Which documentation in the source says it's for all tiles?
22:22:59  <LordAro> peter1138: the enum
22:23:14  <peter1138> Ah. Copy & pasta?
22:23:34  <peter1138> I do think it's a bit silly but still.
22:23:37  <andythenorth> did we update docs?
22:23:56  <andythenorth> I don't like bureaucracy, but
22:24:09  <andythenorth> we could use a template for newgrf stuff, with some tedious gates
22:24:13  <peter1138> Hmm, yeah, the original request says "fires for all tiles"
22:24:37  <andythenorth> - spec; openttd implementation; nml implementation; reference grf, docs
22:24:48  <LordAro> andythenorth: PR!
22:25:02  <andythenorth> such bureaucracy :D
22:25:06  <peter1138> Ah, in the comments on FS it was changed to be only the landing tile.
22:26:07  <peter1138> So it was original for all tiles
22:26:14  <peter1138> Then changed, but the comment not updated.
22:26:35  <LordAro> andythenorth: though it's unclear from the UI how this is displayed
22:26:51  <LordAro> unclear how this is displayed in the UI*
22:26:57  <andythenorth> :)
22:27:23  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7181: 4e9e1157 is broken https://git.io/fh9vd
22:28:17  <peter1138> george is a genius.
22:30:00  <andythenorth> so should I malus normal wagons for cargos like food?
22:30:04  <andythenorth> o_O
22:30:10  <andythenorth> what if it's bags of crisps?
22:30:13  <andythenorth> or canned beans?
22:32:41  <Samu> cargomonitor delivering passengers to towns hmm
22:33:58  <Samu> interesting dilema
22:37:29  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7180: Fix #7151: Hang when concurrently starting AIs in multiplayer, or with shift pressed. https://git.io/fh9fe
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23:00:29  <Samu> what happens when i got a station that accepts passengers but the houses that accept them are from 2 towns
23:00:43  <Samu> and the total acceptance from each town doesn't equal 8
23:00:55  <Samu> which towns gets the cargo
23:01:12  <Samu> what is intended for cargomonitor to do in this situation?
23:01:41  <Samu> total acceptance from the houses of each town
23:02:44  <Samu> i also wonder how does cargodist influences cargomonitor
23:03:14  <peter1138> I imagine it doesn't.
23:04:41  <Samu> cargo packets
23:04:43  <Samu> heh
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23:18:00  <LordAro> interesting, so it seems there's a GH UI for selecting which issue template you want (you can have multiple), but no such UI for PR templates
23:31:13  <Samu> move cargo to station, must read how it works
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23:45:10  <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fh9fD
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23:47:33  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fh9f9
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