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00:02:18 *** Guest24017 has quit IRC 00:19:15 *** gelignite has quit IRC 01:42:11 *** Foveafoxy has joined #openttd 01:42:45 *** Foveafoxy is now known as Guest24020 01:50:18 *** Guest24020 has quit IRC 02:10:51 *** Wormnest has joined #openttd 02:18:41 *** D-HUND has joined #openttd 02:22:01 *** debdog has quit IRC 02:27:41 *** Wormnest has quit IRC 02:28:01 *** Wormnest has joined #openttd 02:34:04 *** Flygon has joined #openttd 02:42:46 *** Thedarkb-Desktop has quit IRC 03:04:43 *** glx has quit IRC 03:30:19 *** Foveafoxy has joined #openttd 03:30:55 *** Foveafoxy is now known as Guest24027 03:36:20 *** Gustavo6046 is now known as Guest24028 03:36:25 *** Gustavo6046 has joined #openttd 03:36:50 *** Guest24028 has quit IRC 03:38:28 *** Guest24027 has quit IRC 03:41:21 *** Wormnest has quit IRC 04:02:06 *** Foveafox_ has joined #openttd 04:05:14 *** Gustavo6046 has quit IRC 05:45:52 *** andythenorth has joined #openttd 05:59:01 *** gnu_jj has quit IRC 05:59:18 *** gnu_jj has joined #openttd 06:06:36 *** sla_ro|master has joined #openttd 06:26:41 *** andythenorth has quit IRC 06:35:38 *** andythenorth has joined #openttd 06:48:06 *** supermop_Home_ has quit IRC 06:58:01 *** Wolf01 has joined #openttd 07:02:56 *** WormnestAndroid has quit IRC 07:03:09 *** WormnestAndroid has joined #openttd 07:09:05 *** WormnestAndroid has quit IRC 07:09:17 *** WormnestAndroid has joined #openttd 07:23:33 *** Smedles has quit IRC 07:24:49 *** Smedles has joined #openttd 07:51:41 *** cHawk has quit IRC 07:55:00 *** Samu has joined #openttd 07:56:55 <Samu> hi 08:19:30 *** iSoSyS has joined #openttd 08:19:36 <DorpsGek_III> [OpenTTD/nml] matthijskooijman commented on pull request #115: Fix #112: use setuptools_scm to determine version https://git.io/JfsHc 08:20:22 *** iSoSyS has quit IRC 08:27:13 <DorpsGek_III> [OpenTTD/nml] matthijskooijman commented on pull request #115: Fix #112: use setuptools_scm to determine version https://git.io/JfsHi 09:04:06 *** heffer has quit IRC 09:06:35 *** cHawk has joined #openttd 09:15:48 <DorpsGek_III> [OpenTTD/nml] LordAro commented on pull request #115: Fix #112: use setuptools_scm to determine version https://git.io/Jfs7r 09:25:10 <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on issue #7602: There are 22 known save games that crash OpenTTD (latest master) on load. https://git.io/fjBeO 09:25:11 <DorpsGek_III> [OpenTTD/OpenTTD] James103 closed issue #7602: There are 22 known save games that crash OpenTTD (latest master) on load. https://git.io/fjBeO 09:30:32 <DorpsGek_III> [OpenTTD/OpenTTD] James103 opened issue #8108: Loading old TTD save crashes game (station / oil rig related) https://git.io/Jfs5f 09:31:07 <LordAro> i predict lots of new issues incoming 09:37:21 *** D-HUND has quit IRC 09:38:24 *** debdog has joined #openttd 09:43:05 <andythenorth> we should close some :P 09:50:33 <LordAro> possibly 09:50:39 <Samu> found a last minute bug with the canal pathfinder, just a simple wrong variable in the wrong location 09:50:43 <LordAro> i'd prefer it if someone fixed some :p 09:50:46 <Samu> ez fix 09:52:14 <andythenorth> I don't like growing bug counts, they get overwhelming but eh 09:52:19 *** JacobD88 has joined #openttd 09:52:36 <andythenorth> I read a thing about Adobe setting a limit of 10 open bugs before they have to stop and fix them 09:52:41 <andythenorth> not sure they're actually doing that :P 10:00:04 <Samu> there's a hint that 1.10.2 is coming 10:02:38 <Samu> did you fix that desync 10:02:50 <Samu> great job 10:12:35 *** Yexo has joined #openttd 10:12:35 *** ChanServ sets mode: +o Yexo 10:24:30 <Samu> vector iterators incompatible? 10:27:36 <Samu> i tried to load the savegame posted in #8108 and I get vector iterators incompatible crash 10:28:39 <Samu> https://pastebin.com/raw/D6nuevhj 10:33:30 <Samu> crashed here https://github.com/OpenTTD/OpenTTD/blob/master/src/saveload/afterload.cpp#L2196 10:34:51 <LordAro> Samu: that's... weird 10:35:19 <LordAro> and doesn't really make sense 10:35:23 <LordAro> try a full rebuild? 10:37:49 <Samu> the < symbol says something about road types 10:37:54 <Samu> let me post screenshot 10:38:35 <LordAro> yeah, that makes no sense at all 10:38:36 <Samu> https://i.imgur.com/OChHbJd.png - bool Roadtypelist const iterator 10:38:38 <LordAro> rebuild 10:38:46 <Samu> ok 10:44:46 <Samu> still using RoadTypeLabelList::iterator 10:44:47 <DorpsGek_III> [OpenTTD/nml] matthijskooijman commented on issue #112: setup.py overwrites nml/__version__.py https://git.io/Jf3Lj 10:46:41 <Samu> interesting, it loads in release build 10:47:00 <LordAro> Samu: it'll work in a release build because asserts are disabled 10:47:07 <LordAro> but your error still makes 0 sense 10:47:09 <LordAro> did you clean & rebuild? 10:47:33 <Samu> yes 10:47:43 <Samu> gonna retry debug build 10:48:45 <Samu> Clean Solution, then Rescan Solution, then build 10:54:33 *** JacobD88 has quit IRC 10:55:18 <DorpsGek_III> [OpenTTD/nml] matthijskooijman commented on pull request #115: Fix #112: use setuptools_scm to determine version https://git.io/JfsbS 10:57:22 <Samu> it iterates the first time 10:57:41 <Samu> then iter++ is not called, the line just down there, because there's remove being == true 10:57:52 <Samu> so it then crashes with iterator incompatible 10:58:17 *** iSoSyS has joined #openttd 11:00:06 <Samu> the part where it says if (remove) { DeleteAnimatedTile(*tile); } else { tile++; } 11:00:20 <Samu> that seems to be the cause 11:00:27 <LordAro> interesting 11:00:35 <LordAro> i wonder if that's technically undefined behaviour 11:00:49 <LordAro> modifying a list while iterating over it often has issues 11:03:10 <LordAro> code is pretty ugly too 11:03:32 <LordAro> Samu: so i've no idea where it's getting roadtypelist iterator from, but that does seem to be a problem 11:04:27 <milek7> "Invalidates iterators and references at or after the point of the erase" 11:16:54 *** gelignite has joined #openttd 11:23:23 <_dp_> yeah, also can probably be replaced entirely with std::remove_if and std::unique 11:30:14 *** Samu_ has joined #openttd 11:35:21 *** Samu has quit IRC 11:42:02 <Yexo> Before https://github.com/OpenTTD/OpenTTD/commit/7dd6027194a5fb12ac5fa074c9c7a055a67ad41a that loop was correct. The index was a simple int and deleting meant moving everything after it forwards 1 element, so not changing the index meant it would point to the next entry 11:45:13 <TrueBrain> SOMEONE MADE A BOO-BOO! :D 11:48:51 <andythenorth> wasn't me 11:48:52 <andythenorth> for once 11:50:39 * Wolf01 hides 11:51:28 <andythenorth> you can go outside again Wolf01 11:51:29 <andythenorth> hide there 11:51:37 <andythenorth> [according to our news anyway] 11:52:19 <Wolf01> Aahahahahah, no, really, we can't, they just opened some more activities, still locked in house 11:54:01 <Wolf01> It's the usual "you could but you shouldn't", also a lot of incoherent babbling from local politics contrasting with the govern declarations 11:54:35 <andythenorth> "You can but you shouldn't" is working fine in the UK 11:54:49 <andythenorth> media etc push for more defined rules, but it's actually just working, at least where I am 11:55:17 <TrueBrain> some in the Netherlands. Use your common sense, and you will be fine 11:55:19 <Wolf01> Yes, but we are in Italy, "you can." People stop listening and do whatever they want 11:55:22 <TrueBrain> except for the beaches, it works :P 11:57:54 <Wolf01> So, it seem that tomorrow I'll be in the office 11:58:57 <andythenorth> bug scoring https://insidegovuk.blog.gov.uk/2019/10/25/how-we-prioritise-bug-fixes-on-gov-uk/ 11:59:30 <andythenorth> the approach is 40-50 years old, but eh, they've dug it out and blogged about it 12:08:46 <Yexo> Meh, I just got orders to not leave my house for any reason at all (including groceries) for the next 14 days 12:08:59 <Yexo> Germany is pretty strict 12:16:24 <planetmaker> :-O Hey 12:16:31 <planetmaker> Do you meanwhile live in Germany? 12:24:11 <Yexo> For the past 3 years and the next 3.5 week 12:26:40 <planetmaker> he :) Moving in times of this crisis must be "fun" 12:27:15 <Yexo> All planned before the crisis really took off, or I'd have delayed it until things got better 12:27:56 <planetmaker> yeah. But no point in delaying it, if most is arranged, I guess 12:28:00 <Yexo> The home-owner will not be happy that nobody is allowed to visit for the next 2 weeks. Renting out an apartment without being able to show it to people must be hard 12:28:24 <Yexo> Can't really delay now. Had already cancelled home/work, and have a new job/home lined up 12:28:28 <planetmaker> yeah. But then... not sure that showing the appartment would work even without that order. I'd refuse 12:29:21 <Yexo> I don't mind so much. Not really in a risk group myself, so careful / keeping some distance and that should work 12:29:41 <Yexo> But I can fully understand refusing anyway 12:29:59 <planetmaker> well, me neither exactly. But... you might encounter someone in a risk group unknowingly 12:30:32 <planetmaker> or even knowingly... like if you meet your parents for instance 12:31:04 <Yexo> I just did, but since my dad is a GP he's much more likely to contract it via his job than via me 12:32:06 <Yexo> Also: I just travelled to the Netherlands and back. 8h train + flight back is not good risk-avoidance. Then again, I had to be there to get the keys and prepare new house for moving in (painting, laying flooring) 12:32:49 <planetmaker> yeah. Some things are unavoidable 12:34:16 <Samu_> Yexo, I have an update for this library https://bananas.openttd.org/package/ai-library/51555051 which makes it much much faster. 12:34:23 <Samu_> where do I send it 12:34:39 <Yexo> Does anybody use that? 12:34:55 <planetmaker> Samu_, I saw your request yesterday. Working on pushing the repo to github 12:35:11 <Samu_> not exactly, because it's currenlty super slow 12:35:41 <Yexo> Is your updated version better than FibonacciHeap? 12:35:50 <Samu_> yes 12:36:07 <Yexo> In hindsight I don't know why that became a separate library 12:36:36 <Samu_> it was railwai's work pretty much 12:37:37 <Samu_> he says he used a binary search on insert and combined with squirrel's own array insert 12:38:38 <Yexo> Source used to live at https://dev.openttdcoop.org/ which is currently down, but if I understood correctly planetmaker is already working on that and/or moving the code to github 12:38:48 <Yexo> Once that's done you can open a pull request on github 12:38:54 <Yexo> Happy to discuss further there 12:38:56 <planetmaker> yes. I'm working on that 12:39:07 <planetmaker> I used to push (slowly) all the repos to github 12:39:12 <Yexo> Also not sure who's going to manage that github repo 12:39:28 <planetmaker> https://github.com/orgs/openttdcoop/dashboard 12:39:54 <Yexo> That link doesn't work for me 12:40:01 <planetmaker> I'd just put it there... and have people for it. I think someone with reasonable updates would be given access to bananas to update it 12:40:55 <Yexo> Ah, https://github.com/openttdcoop 12:40:59 <Yexo> Sounds good to me 12:41:29 <planetmaker> https://github.com/openttdcoop <-- does that work? ah, yeah 12:44:20 <andythenorth> without Peter, I fail at lunch :( 12:44:30 <andythenorth> this is a sad outcome 12:45:34 <Samu_> Yexo, the update I got here is based on pq3 of railwai's modifications to pq2: https://www.tt-forums.net/viewtopic.php?p=1231144#p1231144 12:46:29 <Samu_> the "native heap" thing is just a bad implementation, it eats memory 12:47:35 <Samu_> the equivalent solution to "native heap" is PR#8091 12:47:45 <Samu_> which is much more sane with memory 12:49:29 <Samu_> but if the pr isn't merged, then the 2nd best bet would be the pq3 updated 12:50:00 <DorpsGek_III> [OpenTTD/bananas-server] TrueBrain opened pull request #20: Add: only buffer at most 5 max-sized packets per client https://git.io/JfshR 12:50:06 <TrueBrain> this PR has sufficient code to comment ratio :D ^^ 12:51:24 <DorpsGek_III> [OpenTTD/bananas-server] TrueBrain updated pull request #20: Add: only buffer at most 5 max-sized packets per client https://git.io/JfshR 12:54:21 *** glx has joined #openttd 12:54:21 *** ChanServ sets mode: +v glx 12:56:38 <DorpsGek_III> [OpenTTD/OpenTTD] Yexo commented on pull request #8091: Add: [Script] Native priority queue; useful e.g. for pathfinders. https://git.io/JfshM 12:59:55 <Yexo> Samu_: Thanks. Let's wait on pm to move the repo to github first, then you can open a PR against that and we can continue the discussion there. In the meantime you can simply include your updated version within your AI and continue development that way 13:05:34 <DorpsGek_III> [OpenTTD/bananas-server] TrueBrain commented on pull request #20: Add: only buffer at most 5 max-sized packets per client https://git.io/JfsjT 13:05:44 <TrueBrain> and some more background, for those people that enjoy that :D 13:08:41 <FLHerne> For the hypothetical native pathfinder, instead of a ton of squirrel callbacks perhaps it could just take a big list of customizable weights? 13:09:20 <Yexo> Once you do that, all AIs will be limited to exactly that list 13:09:37 <Yexo> No way to innovate, since a squirrel pathfinder will be much slower by comparison, hence not a real option 13:10:08 <FLHerne> It wouldn't be any less of an option than it is now 13:10:19 <FLHerne> Except for competitive AI benchmarking 13:10:44 *** cHawk has quit IRC 13:10:56 <Yexo> That alone is a big problem. Not only competitive benchmarking, but any comparison before/after is much harder 13:10:59 <FLHerne> In which case innovative pathfinding is irrelevant, because the answer is to spam airports :P 13:11:43 <FLHerne> Anyway, AIs could do things like get a proposed path from the builtin and then use that as a basis for detail tweaking 13:11:57 <Yexo> And once there is such a native pathfinder, the squirrel version will not be updated (because nobody uses it), hence it might not have the same list of features, so by wanting to test somethign new you first have to backport all other changes 13:12:35 <Yexo> Coming from the other way: is pathfinding speed such a big problem? 13:12:39 <LordAro> it's worth perhaps reminding people that AI speed isn't really a primary goal 13:12:49 <FLHerne> Yes, IMO 13:12:59 <LordAro> how "good" they are to play against is probably more of a priority 13:13:23 <LordAro> for most usecases, anyway 13:13:31 <Yexo> FLHerne: can you explain why? 13:13:45 <Yexo> Are AIs in general too slow in building when competing against a human? 13:13:49 <FLHerne> It can take them in-game months to design routes, and that takes up computation time they could use to do interesting stuff 13:13:53 <Yexo> Or other obvious related issues? 13:14:11 <FLHerne> And yes, for competition vs humans it's definitely too slow 13:14:51 <FLHerne> Also, you get glitches where it's so slow an industry appeared while the route was being planned 13:14:59 <FLHerne> And then it's in the way 13:15:04 <Yexo> I don't remember if the number of squirrel opcodes/tick was configurable, but does doubling that help? 13:15:22 <FLHerne> (which are probably avoidable by AI authors, but aren't) 13:15:32 <Yexo> Is that for rails only or also for road? 13:16:03 <Yexo> You'll always get changes over your planned route. Planning/building fast just makes the less likely, it doesn't avoid them 13:16:16 <Yexo> And those are relatively hard to work around 13:16:36 <Yexo> So being less likely would be an improvement, but providing example code / showing how to work around those issues is better 13:20:44 <DorpsGek_III> [OpenTTD/bananas-server] Xaroth approved pull request #20: Add: only buffer at most 5 max-sized packets per client https://git.io/Jfsjw 13:21:23 <Samu_> there's also terron priority queue, the comments say it's based on pq2 as well, but then I tested it and the resulting order of the queue is not equal of that of pq2 13:21:34 <Samu_> sometimes it would be faster, sometimes not 13:22:18 <Samu_> it handles ties in a "cheating" manner :p 13:27:29 <Samu_> gonna post on the forum, while at it 13:30:57 <DorpsGek_III> [OpenTTD/nml] matthijskooijman commented on issue #112: setup.py overwrites nml/__version__.py https://git.io/Jf3Lj 13:35:00 <planetmaker> ticks was configurable, yes 13:42:30 <Samu_> Yexo, just posted what I wanted to give u here: https://www.tt-forums.net/viewtopic.php?p=1231631#p1231631 if you wanna test its speed 13:45:06 <Yexo> Samu: Might need to be careful with the license 13:45:31 <Yexo> Original libs are either gpl v2 or gpl v2+ (can't remember). railwAI seems to be gpl v3 13:45:45 <Yexo> Can use those changes and publish the as gpl v2 or gpl v2+ 13:46:09 <Yexo> haven't checked the contents of your update, nor do I have time to test now. Maybe later (this week) 13:47:22 <Samu_> oh :( 13:48:13 <Samu_> pq3 is gpl v2 13:48:21 <Samu_> ralwAI is gpl v3? 13:48:28 <Samu_> t.t 13:48:30 <Yexo> https://bananas.openttd.org/package/ai lists it as gpl v3 13:48:36 *** nielsm has joined #openttd 13:48:42 <Yexo> Which means he can't use pq3 if that's v2 (not v2+) 13:49:33 <Samu_> well he used , I also used it 13:49:41 <Samu_> i don't think ppl care much about licenses 13:51:28 <LordAro> until they do 13:53:00 <Yexo> I think you're right a lot of people don't care, and all is fine as long as people are around to fix stuff 13:53:34 <Yexo> There have been several NewGRF's with unclear licensing that have been "lost" over time because the author disappeared and nobody was allowed to fix/update them 13:54:10 <Yexo> In contrast the AI libs for example have an open license for a good reason: we wanted them maintainable even if the original authors were not around 13:54:37 <Yexo> By mixing gpl v2 and gpl v3 code you have essentially an undistributable combination 14:06:24 *** Samu_ has quit IRC 14:06:39 *** Samu has joined #openttd 14:29:57 *** Gustavo6046 has joined #openttd 14:30:55 <Samu> 52776169-RailwAI-25.tar - this came like this from bananas :| 14:31:01 <Samu> what's the big number for 14:31:37 <LordAro> Samu: it's a hash to ensure uniqueness 14:32:02 <LordAro> because packages can theoretically be named identically now 14:32:27 <Samu> :( 14:32:38 <Samu> there goes my perfectly ordered ais 14:33:08 <LordAro> you should stop looking inside the content_download folder 14:33:18 <LordAro> though i'm not sure why it's a prefix rather than a suffix 14:33:20 <LordAro> TrueBrain: ^ ? 14:33:53 <TrueBrain> LordAro: because .. who cares? :D 14:34:09 <LordAro> well, Samu 14:34:11 <LordAro> evidentally 14:34:19 <LordAro> evidently? 14:34:22 <LordAro> spelling. 14:34:41 <TrueBrain> ugh, English .. don't talk me about English 14:35:07 <Samu> i knew i downloaded railwai v25, but couldn't find it, turns out it was at the top of the list 14:35:14 <Samu> with an ugly number 14:35:27 <TrueBrain> please file your complain in /dev/null, thank you 14:37:15 <TrueBrain> LordAro: so to answer your question, because from a code-flow perspective that made the most sense. If there is a real issue with it, let me know :) It can also be put in the middle btw, not sure why you went binary on pre vs suf :P :P 14:37:35 <LordAro> :p 14:38:05 <milek7> it would keep alphabetical ordering of content, instead of random shuffle 14:39:46 <TrueBrain> it is very alphabetically ordered; in fact, it is more stable now than it was 14:39:51 <TrueBrain> so that is an argument to have it as a prefix :) 14:54:20 *** andythenorth has quit IRC 15:01:46 *** andythenorth has joined #openttd 15:02:06 <DorpsGek_III> [OpenTTD/bananas-server] TrueBrain opened pull request #21: Add: reload the database in a separate process https://git.io/JfGkR 15:02:21 <TrueBrain> you got to love Python :) 15:03:40 <DorpsGek_III> [OpenTTD/bananas-server] TrueBrain updated pull request #21: Add: reload the database in a separate process https://git.io/JfGkR 15:03:42 <TrueBrain> why ALWAYS after push, I find a silly mistake I have to fix :P 15:05:58 <TrueBrain> okay, these two fixes should heavily improve the content-server :D \o/ 15:11:46 <Samu> all these links in the forums no longer work! https://binaries.openttd.org/bananas/gamescript/City_Founder_GS-3.tar.gz 15:20:08 <Wolf01> Looks like we need a permalink 15:24:15 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick commented on issue #8108: Loading old TTD save crashes game (station / oil rig related) https://git.io/Jfs5f 15:24:20 <TrueBrain> https://github.com/OpenTTD/bananas-api/issues/29 15:24:29 <TrueBrain> Contributions are welcome, ofc :D 15:27:07 <Samu> the crash about the oilrig, however, is because st->airport.type == AT_OILRIG is false 15:27:29 <Samu> the airport.type is AT_METROPOLITAN 15:27:51 <glx> I'm trying to understand nml source for townnames 15:30:38 <Yexo> Samu: That type didn't exist in TTD. If you want to fix it, add an extra check in Afterload to correct the .type var for oilrigs 15:39:52 *** Wormnest has joined #openttd 16:01:36 *** Smedles has quit IRC 16:13:55 <Samu> Very old savegames sometimes have phantom oil rigs 16:14:02 <Samu> seems to be the case 16:15:29 <LordAro> that is what the comment says, yes 16:24:06 <Samu> well, it no longer crashes due to oilrig being a metropolitan 16:24:20 <Samu> but now it crashes due to iterator crap 16:24:32 <Samu> can't fix one without the other 16:24:54 <Samu> so, i'm not sure i'm making a pr 16:25:55 *** Smedles has joined #openttd 16:27:40 <Samu> vector iterators incompatible, I don't know how to fix this 16:28:40 *** Flygon has quit IRC 16:34:50 <nielsm> if you disable an assertion because it was failing, and code afterwards is now causing errors, it means the assertion was correct 16:35:30 <nielsm> asserts are not there to annoy you, they are there to catch programming errors before something more serious happens 16:36:05 <Samu> that part is fixed, the assert no longer asserts, the oilrig is now an oilrig 16:36:38 <Samu> the assert is enabled 16:36:43 <nielsm> "iterators incompatible" might mean that the iterators point into different containers 16:37:23 <Yexo> Samu: one way to fix the iterators would be to use an int as index instead of using iterators. Then the "delete item at current index or increase index" code would work 16:37:29 *** frosch123 has joined #openttd 16:37:37 <Yexo> There are probably cleaner ways, but those will require somewhat larger changes 16:39:29 <milek7> if (remove) tile = _animated_tiles.erase(tile); 16:39:30 *** Progman has joined #openttd 16:39:56 <milek7> (might also need MarkTileDirtyByTile) 16:41:34 <Samu> the erase is done somewhere else 16:42:01 <Samu> DeleteAnimatedTile(*tile); ibnside this 16:43:12 <Samu> line 31 animated_tile.cpp 16:44:14 <milek7> yes, but you need that iterator returned from erase 16:44:25 <milek7> it's pointing to next element 16:45:39 <Samu> ah, I see, gonna experiment copy paste code 16:45:39 <TrueBrain> frosch123: CloudFlare said no. Their terms are a bit more strict then what I read on the forums :D 16:45:55 <TrueBrain> guess we need to find a better way to host binaries :D 16:46:37 <milek7> doesn't cloudflare have free plan? 16:46:49 <TrueBrain> it is mainly a few files btw .. like 80% of the bill is generated by 5 BaNaNaS entries :) 16:47:50 <Samu> is DeleteAnimatedTile called from some other places? 16:48:04 <Samu> wondering if I can just remove it 16:48:19 <milek7> it is 16:48:29 <Samu> aha, it loaded, thx milek7 16:49:13 <frosch123> TrueBrain: so back to vpn? 16:49:24 <TrueBrain> or backblaze 16:49:27 <TrueBrain> 10 times cheaper than AWS 16:50:07 <TrueBrain> or offloading those few files to a dedicated VPS indeed 16:50:29 <milek7> btw backblaze have free bandwidth when serving through cloudflare 16:54:48 <Samu> interesting find 16:55:02 <_dp_> wasn't company id issue fixed? why is ResolveCompanyID still returning ScriptCompany::CompanyID ? 16:55:03 <Samu> TTD doesn't build houses on half-land, half-water tiles 16:55:33 <TrueBrain> current AWS estimate is ~460 dollar .. backblaze would be 40 dollar (and I took only the BaNaNaS CDN in these numbers), per month. I guess 40 dollar a month is reasonable, and what I prefer, against setting up our own VPS and "maintaining" it frosch123 :) Good thing is, today backblaze released that they now have an S3 compatible API, so it should be easy to migrate :P 16:57:03 <_dp_> and all those double type conversions... what a shitshow :( 17:00:57 <frosch123> TrueBrain: what would we need for the wiki? i remembered that there are git-based wikis. but no idea how mature they are 17:01:13 <TrueBrain> good question; haven't really looked into it, tbh 17:02:19 <TrueBrain> if we keep using mediawiki, there are 3 parts: authentication, content, and file storage 17:02:26 <TrueBrain> authentication we already solved 17:02:30 <TrueBrain> content .. is some kind of database 17:02:42 <TrueBrain> file storage .. on AWS can be EFS or S3, I think 17:07:30 <frosch123> https://github.com/gollum/gollum <- that appears popular 17:07:57 <andythenorth> frosch123 that's interesting 17:08:05 <frosch123> the editing is somewhat ambiguous. the description talks about local editing, but the screenshots show web editing 17:08:27 <andythenorth> I hadn't considered alternatives to media wiki 17:08:37 * andythenorth assumed there was only one option 17:08:43 <frosch123> it claims to be able to display mediawiki markup 17:08:51 <frosch123> but for sure there are issues :) 17:10:56 <Samu> Crash log (after demolishing bridge at 0x299A): crash_floating_train.zip i can't reproduce this crash 17:11:10 <Samu> james103 messed up or is it me? 17:13:24 <frosch123> most other git-based wiki are markdown-only 17:14:39 <TrueBrain> nothing wrong with markdown :) 17:16:16 <TrueBrain> honestly, I am surprised these kind of wikis exist :) 17:16:25 <TrueBrain> they would solve 2) and 3) I guess, with GitLFS 17:16:32 <frosch123> have you ever seen a table written in markdown? 17:17:11 <frosch123> if you want a pure markdown-based wiki, you can use github 17:17:11 <TrueBrain> yes ... that part is laughable :D 17:17:13 <frosch123> 's own wiki 17:17:17 <TrueBrain> wasn't it as bad in mediawiki? :P 17:17:41 <frosch123> mediawiki can do rowspan and cellspan, and often has plugins for js-sortmagic 17:18:18 <TrueBrain> so more attention to tables; nice :) 17:18:45 <TrueBrain> bit unclear how editing in gollum works, as in: does it commit? 17:19:11 <frosch123> looks like the second place is jingo (Jingo is not Gollum) 17:19:30 <frosch123> but it definitely needs conversion of the content to new markup 17:19:45 <frosch123> but it mentions github-auth as standard 17:19:50 <DorpsGek_III> [OpenTTD/nml] glx22 opened pull request #117: Fix #116: towname used bits could be the same for sub-parts https://git.io/JfGYB 17:20:05 <TrueBrain> its funny, gollum-demo is 10 years old :P No commit since .. that is not useful :D 17:20:24 <frosch123> there should be something on dockerhub 17:21:00 <TrueBrain> "Automatically push to a remote (optionally)" <- Jingo is explicit about it :P 17:21:56 <frosch123> hmm, jingo is only gh-flavoured markdown, so no tables? 17:22:08 <frosch123> next up is dokuwiki 17:22:57 <andythenorth> mixed html and md? :P 17:23:30 <andythenorth> I find all markdown / rst / bbcode type languages harder than html :) 17:23:35 <andythenorth> I am not the intended audience 17:24:09 <glx> markdown is nice for simple formatting 17:25:09 <TrueBrain> okay, gollum only does commits, no pushing, it seems 17:25:12 <TrueBrain> but that is easily fixed :P 17:25:40 <andythenorth> is this for nml, or openttd, or general wiking? o_O 17:26:02 <frosch123> openttd first 17:26:24 <Samu> im not sure which commit is the blame 17:26:29 <frosch123> we want to get rid of openttd-auth and servers :) 17:26:34 *** tokai has joined #openttd 17:26:34 *** ChanServ sets mode: +v tokai 17:28:04 <Samu> im currently looking for which commit causes the iterator incompatible thing, is it this? https://github.com/OpenTTD/OpenTTD/commit/ab711e6942757d775c08c31a6c32d488feba1dba 17:28:27 <TrueBrain> ah, you can add hooks in gollum 17:28:33 <TrueBrain> it is a nice little wiki, tbh 17:28:42 <TrueBrain> seems we can do the same trick as with bananas-server, so it can scale out nicely 17:28:57 <TrueBrain> reminds me, I have 2 PRs that needs reviewing :P 17:29:22 <frosch123> i can also create 2 PRs :) 17:29:27 <Samu> oh, sorry, this commit is huge, let me get a smarter link 17:29:29 <frosch123> shall we trade? 17:29:43 <TrueBrain> frosch123: deal :) 17:30:24 <TrueBrain> we can always just make a "wiki" in Jekyll :D 17:30:30 <TrueBrain> we already have everything for that in place :P 17:30:31 <frosch123> anyway, when i slept on nml town names, i concluded it's really hard to fix. yet glx made a PR within one day :) 17:30:37 <Samu> https://github.com/OpenTTD/OpenTTD/commit/ab711e6942757d775c08c31a6c32d488feba1dba#diff-5d7621e6bc0894916f1492a729fc7ec9 17:31:38 <glx> frosch123: it's not optimal as sometimes overlap are ok but that's quite impossible to check in current implementation :) 17:33:21 *** tokai|noir has quit IRC 17:33:42 <TrueBrain> ironicly, gollum uses GitHub Wiki :D 17:34:18 <glx> but yeah townname implementation is a hell, most of the debug_print() are pure non working garbage, but I won't fix that ;) 17:38:43 <Samu> Need help with commit message now 17:38:46 <Samu> Fix #8108, ab711e6: Convert TTD oil rigs encoding, and fix incompatible iterator crash 17:38:56 <Samu> heh, terribad, I know 17:39:56 <DorpsGek_III> [OpenTTD/bananas-server] frosch123 approved pull request #20: Add: only buffer at most 5 max-sized packets per client https://git.io/JfGOI 17:41:05 <DorpsGek_III> [OpenTTD/bananas-server] TrueBrain closed issue #15: Raise exception if connection is gone https://git.io/JfqFH 17:41:05 <DorpsGek_III> [OpenTTD/bananas-server] TrueBrain merged pull request #20: Add: only buffer at most 5 max-sized packets per client https://git.io/JfshR 17:41:09 <TrueBrain> I hope you liked my documentation frosch123 :) 17:41:20 <frosch123> very unusual :) 17:41:33 <TrueBrain> it was needed :P 17:42:23 <DorpsGek_III> [OpenTTD/bananas-server] TrueBrain updated pull request #21: Add: reload the database in a separate process https://git.io/JfGkR 17:42:25 <TrueBrain> (just a rebase ^^) 17:42:47 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick opened pull request #8109: Fix #8108, ab711e6: Convert TTD oil rigs encoding, and fix incompatible iterator crash https://git.io/JfGOm 17:43:40 <frosch123> the other PR is funny, only a few lines changed, but whole methods are moved into different classes :) 17:44:05 <TrueBrain> yeah .. minimizing what cpickle had to do :) 17:44:12 <TrueBrain> it was .. a challenge 17:45:26 <frosch123> oh dear, sometimes black formatting is a challenge for me :) 17:45:49 <DorpsGek_III> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JfGO3 17:45:49 <DorpsGek_III> - Update: Translations from eints (by translators) 17:45:57 <TrueBrain> Honestly, I don't see it anymore :P I just run it, and say: what-ever 17:46:04 <TrueBrain> but it was funny what it did with the return tuple :) 17:46:04 <frosch123> wrapping the left side of an asignment over multiple rows broke my parser 17:46:39 <frosch123> haha, at least you tripped over the same place :) 17:46:49 <TrueBrain> it stood out, for sure :) 17:48:15 <frosch123> the api never talks to the server, right? 17:48:34 <frosch123> so there are no race conditions between server/api? 17:49:11 <frosch123> can the api spam the server with reloads? 17:49:13 <TrueBrain> all communication goes via GitHub 17:49:33 <TrueBrain> and the reload is guarded, only 1 reload can be active at the same time 17:49:44 <frosch123> usually the api pushes multiple commits at once, does the server then get 1 reload, or many? 17:50:00 <TrueBrain> GitHub Actions listen to a push 17:50:01 <TrueBrain> not commits 17:50:21 <TrueBrain> as can been seen here: https://github.com/OpenTTD/BaNaNaS/actions :) 17:50:38 <TrueBrain> or easier: https://github.com/OpenTTD/BaNaNaS/commits/master 17:50:43 <TrueBrain> not all commits have a green flag :D 17:51:24 <frosch123> ah, i always wondered what the flags meant, they have no tooltip 17:51:40 <TrueBrain> click on it :) 17:52:00 <DorpsGek_III> [OpenTTD/bananas-server] frosch123 approved pull request #21: Add: reload the database in a separate process https://git.io/JfGO8 17:52:47 <DorpsGek_III> [OpenTTD/bananas-server] TrueBrain merged pull request #21: Add: reload the database in a separate process https://git.io/JfGkR 17:52:52 <TrueBrain> ty kind 17:53:04 <TrueBrain> after testing on staging and deploying on production, I will merge yours :D 17:53:35 <DorpsGek_III> [OpenTTD/OpenTTD] Yexo commented on pull request #8109: Fix #8108, ab711e6: Convert TTD oil rigs encoding, and fix incompatible iterator crash https://git.io/JfGOR 17:57:04 <DorpsGek_III> [OpenTTD/bananas-server] TrueBrain created new tag: 1.0.8 https://git.io/JfGOz 17:57:43 <TrueBrain> 2 minutes of silence in the Netherlands in a few, to remember freedom .. which is a weird thing with this Corona stuff .. 17:58:04 <TrueBrain> normally you notice the silence .. 18:02:30 <DorpsGek_III> [OpenTTD/nml] frosch123 commented on pull request #117: Fix #116: towname used bits could be the same for sub-parts https://git.io/JfGOi 18:03:43 <TrueBrain> owh boy ... it runs on local, it runs on staging .. but not on production .. oh-oh 18:05:22 <TrueBrain> how is this possible .. lol 18:05:42 <TrueBrain> well, lets roll back for now :) 18:09:04 *** WormnestAndroid has quit IRC 18:09:45 *** WormnestAndroid has joined #openttd 18:10:10 <DorpsGek_III> [OpenTTD/OpenTTD] Yexo commented on pull request #8109: Fix #8108, ab711e6: Convert TTD oil rigs encoding, and fix incompatible iterator crash https://git.io/JfG3v 18:10:40 <TrueBrain> ah .. I understand .. hmm .. 18:21:13 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on pull request #8109: Fix #8108, ab711e6: Convert TTD oil rigs encoding, and fix incompatible iterator crash https://git.io/JfG3w 18:22:27 <TrueBrain> there, fixed :) 18:22:30 <TrueBrain> it works frosch123 :D 18:22:44 <frosch123> no commit needed, just magic :) 18:22:44 <TrueBrain> the API does still stall, it needs a similar solution 18:22:49 <TrueBrain> but that priority is .. just a lot lower 18:22:56 <TrueBrain> yeah, it was a configuration error on AWS :P 18:23:04 <TrueBrain> if staging passes and production does not, it rarely is a coding issue :P 18:23:40 <frosch123> oh, i have for sure seen "if (production)" or "if (staging)" 18:24:12 <TrueBrain> yeah .. I have the same .. I removed the "if production" line :P Fixed it :D 18:24:27 <TrueBrain> okay .. this should also fix the OOM events .. we will see tomorrow :D 18:28:42 <frosch123> the forums start to throttle me sending pms :p 18:28:49 <TrueBrain> hahaha, really? 18:28:50 <TrueBrain> lol 18:38:56 <TrueBrain> hmm .. it seems you cannot put a custom domain on backblaze .. well, yes, via cloudflare, but that is a no :D 18:41:26 *** Wormnest has quit IRC 18:43:11 <andythenorth> 'cloud they said' 18:43:41 <TrueBrain> still cannot believe GB prices are this high :P 18:43:52 <TrueBrain> I remember when 1 mbit/s was 15 euro a month 18:44:04 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick commented on pull request #8109: Fix #8108, ab711e6: Convert TTD oil rigs encoding, and fix incompatible iterator crash https://git.io/JfGsE 18:44:04 <TrueBrain> @calc 1 * 3600 * 24 * 30 / 10 / 1024 18:44:04 <DorpsGek> TrueBrain: 253.125 18:44:18 <TrueBrain> well, with 95%, so .. ~300GB per month 18:44:45 <TrueBrain> so 20 euro per GB .. lol .. those were the days :P 18:45:01 <TrueBrain> guess 0.09 euro per GB is nothing, compared to that :D 18:47:13 <andythenorth> GB = coal :| 18:47:16 <andythenorth> but coal is cheap now! 18:48:50 <frosch123> what crisis does it need for negative GB prices? 18:48:54 <TrueBrain> yet .. it is very expensive, 0.09 euro per GB :P 18:49:24 <andythenorth> €0.10 per zbase download 18:49:38 <andythenorth> 'or run our coin miner' 18:49:41 <TrueBrain> a bit less, but yes 18:49:52 <TrueBrain> so that puts it a bit in perspective :) 18:50:00 <TrueBrain> I like that andythenorth .. 10 eurocent per download for zBase :) 18:50:07 <TrueBrain> (and abase .. and there are a few more :P) 18:50:13 <andythenorth> buy a monthly pass 18:50:28 <andythenorth> like all the 'free to play' games with €0.99 premium pass 18:50:39 * andythenorth isn't serious 18:50:43 <TrueBrain> we could start by asking for donations, instead of them accidentily happening :P 18:50:55 <TrueBrain> but .. lets try to solve this first :D 18:52:14 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #8109: Fix #8108, ab711e6: Convert TTD oil rigs encoding, and fix incompatible iterator crash https://git.io/JfGOm 18:53:29 <TrueBrain> very tempted to offload these bigger downloads to a non-CDN, as .. fuck that :P 18:53:55 <Samu> trailing white space t.t 18:54:46 <Samu> the white space is at the end of a comment, and still complains about it... 18:55:07 <TrueBrain> you think the location would make it okay for you to sneak in a useless whitespace? :D 18:57:31 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #8109: Fix #8108, c01a2e2: Convert TTD oil rigs encoding, and fix incompatible iterator crash https://git.io/JfGOm 18:58:22 <DorpsGek_III> [OpenTTD/OpenTTD] Yexo commented on pull request #8109: Fix #8108, c01a2e2: Convert TTD oil rigs encoding, and fix incompatible iterator crash https://git.io/JfGGv 19:00:28 <TrueBrain> Yexo: isn't this PR actually 2 commits? (I just clicked the link because it kept popping up :P) 19:00:38 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #8109: Fix #8108, c01a2e2: Convert TTD oil rigs encoding, and fix incompatible iterator crash https://git.io/JfGOm 19:01:31 <Yexo> Yes, I think you're right 19:01:41 <Yexo> Samu: ^^ can you split it in two? 19:01:48 <TrueBrain> the commit message feels so .... pushed into each other, that mostly gives it away :D 19:02:02 <Samu> hmm ok, sure 19:02:11 <Samu> 2 commits, or 2 PRs? 19:02:50 <Yexo> Dunno, I think 1 PR is fine as long as there are 2 separate commits with good commit messages each 19:03:10 <Yexo> But I'm not really up to speed yet how this all works on github 19:03:12 <Samu> ah, im bad at commit messages, but will try 19:03:21 <TrueBrain> Yexo: you are doing fine :) 19:03:31 <Yexo> What I suggested should be fine for the first part. Split the part about animated tiles out 19:04:57 <Yexo> That should reference c01a2e2 and be something like (add #8108 if it's relevant): Fix c01a2e2: crash on loading old savegames with invalid animated tile information 19:06:05 <Yexo> TrueBrain: since you're here: if I would approve the commit, would that merge it directly? Or does that require another click (if so, who could merge it at that point?) 19:06:23 *** iSoSyS has quit IRC 19:06:28 <TrueBrain> every PR needs at least 1 approval, which is just a state for the PR to be in 19:06:40 <Eddi|zuHause> merging is separate 19:06:42 <TrueBrain> after that, someone in the right Team can hit "merge" 19:06:53 <TrueBrain> Merge comes in 2 flavours for OpenTTD: Squash or Rebase 19:07:00 <TrueBrain> which do exactly what you expect :P 19:07:02 <Yexo> approval also needs to come from the right team? 19:07:08 <TrueBrain> yes 19:07:14 <Yexo> ack, thanks 19:07:39 <TrueBrain> so clicks are very safe, GitHub has a good UX 19:07:48 <TrueBrain> the only "issue" I have, is that I sometimes hit Rebase when I wanted to hit Squash 19:07:56 <Yexo> When I was last active, we'd usually have somebody else take a look as well. Is that still done usually? 19:07:58 <TrueBrain> (the other way around is nearly impossible, as during Squashing you can change the commit-message) 19:08:12 <TrueBrain> 2 approvals? 19:08:22 <TrueBrain> well, 1 dev wrote it, the other reviewed it, I guess 19:08:29 <TrueBrain> now <someone> writes it, and a dev reviews it :) 19:08:39 <Yexo> Fair enough 19:08:51 <TrueBrain> I guess the common-sense-module kicks in here: when in doubt, ask another dev to approve too 19:09:40 <Yexo> Of course 19:10:08 <TrueBrain> you can assign PRs to people to poke them, but OpenTTD rarely uses that. Mostly with mentions or nagging here for someone else to review :P 19:11:02 <TrueBrain> and I see someone already assigned you in the right teams, so yeah 19:11:16 <TrueBrain> owh, and the "required checks" have to pass btw; otherwise you also cannot merge 19:11:54 <frosch123> and when squashing to have to validate the commit message yourself :) 19:12:19 <TrueBrain> yeah, no commit-checker running for that :D 19:12:22 <Yexo> yes, LordAro did last week 19:12:37 <DorpsGek_III> [OpenTTD/OpenTTD] michicc commented on pull request #8091: Add: [Script] Native priority queue; useful e.g. for pathfinders. https://git.io/JfGGN 19:12:39 <Yexo> they wouldn't be very "required" otherwise :p 19:12:40 <TrueBrain> Yexo: and you cannot do anything wrong really, so just give it a spin ;) Worst case, we have to revert .. no biggy :) 19:13:07 <TrueBrain> the only "expensive" mistake would be if you make a Release when not intended / with wrong version-name 19:13:14 <Yexo> Makes sense, just wanted to quickly double-check I didn't miss anything obvious 19:13:16 <TrueBrain> and with "expensive" I mean that I need to clean up shit :P 19:13:19 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #8109: Fix #8108, c01a2e2: possible crash on loading TTD savegames with phantom oil rigs https://git.io/JfGOm 19:14:04 <TrueBrain> as that might be worth mentioning: EVERYTHING is automated :P 19:14:05 <Yexo> I'm not in the habit of pressing buttons I don't understand (unless it's fully my own device/program/...) 19:14:39 <Samu> 2 commits https://github.com/OpenTTD/OpenTTD/pull/8109/commits 19:15:43 <DorpsGek_III> [OpenTTD/OpenTTD] Yexo approved pull request #8109: Fix #8108, c01a2e2: possible crash on loading TTD savegames with phantom oil rigs https://git.io/JfGZT 19:15:45 <TrueBrain> Yexo: I did my best to make OpenTTD idiot-proof, so it should be fine :P 19:15:56 <TrueBrain> only Owners can really damage shit :P 19:16:25 <Yexo> You know what the say: the more idiot-proof it is, the worse idiots become 19:16:33 <TrueBrain> that is fair :D 19:17:03 <TrueBrain> those commit messages make no sense, sorry :P 19:17:04 <Yexo> I like the automation already :) 19:17:07 <nielsm> I mentally distinguish between small and obviously correct changes, and changes that I think really need one more pair of eyes 19:17:20 <TrueBrain> owh, no, GitHub is acting up 19:17:21 <TrueBrain> lol 19:17:37 <TrueBrain> nevermind; bad cache :) 19:17:41 <nielsm> the first kind I'm fine with approving and merging, the second I'll approve but not merge (or wait for someone else to approve and then I do the merge) 19:18:30 <Yexo> Really happy that there is proper CI now, no more "commit, oops, doesn't compile, commit fix" 19:18:35 <Eddi|zuHause> <Yexo> I'm not in the habit of pressing buttons I don't understand (unless it's fully my own device/program/...) <-- i occasionally press buttons just to find out what they do. which is why i design my UIs so that a button press *probably* doesn't make the machine explode 19:18:45 <nielsm> and then (non-trivial) changes from other committers I'll usually approve but not merge and let them do the merge on their own :) 19:19:22 <TrueBrain> that is a nice addition nielsm :) It is common courtesy to let a dev merge his own PRs 19:19:34 <TrueBrain> no clue why tbh .. but I see this in most groups 19:19:55 <TrueBrain> I like it, as I love merging my own stuff .. gives this good feeling :D 19:20:00 <frosch123> so you do not have to share the avatar in the commit log :p 19:20:00 <Yexo> Give author a chance to make last-minute small fixes maybe? 19:20:09 <nielsm> yeah 19:20:09 <Eddi|zuHause> the feeling of satisfaction, probably 19:20:13 <TrueBrain> no, a fix would revoke approval :) 19:20:29 <TrueBrain> s/revoke/dismiss/ 19:20:32 <Yexo> Does any change revoke approval? 19:20:36 <TrueBrain> yes 19:20:38 <TrueBrain> even rebases 19:20:42 <nielsm> I have definitely made "oh wait no I was not done" pushes to approved PRs of mine 19:21:10 <DorpsGek_III> [OpenTTD/OpenTTD] Yexo merged pull request #8109: Fix #8108, c01a2e2: possible crash on loading TTD savegames with phantom oil rigs https://git.io/JfGOm 19:21:10 <DorpsGek_III> [OpenTTD/OpenTTD] Yexo closed issue #8108: Loading old TTD save crashes game (station / oil rig related) https://git.io/Jfs5f 19:21:15 <TrueBrain> I try to look over my PRs before someone reviews them, to avoid that .. takes effort, but it is getting there 19:21:18 <TrueBrain> gratz Yexo :) 19:21:40 <TrueBrain> it is also the reason I often push 2 or 3 more times just after PR creation 19:21:49 <TrueBrain> for some reason .. it is easier to see a problem when it is in a GitHub diff :) 19:21:50 <Eddi|zuHause> dunno, my PRs generally fall into 2 categories: "trivial" or "unfinished" :p 19:22:09 <TrueBrain> and the balance is, what, 10 / 90? :D 19:22:10 <Yexo> <TrueBrain> I try to look over my PRs before someone reviews them, to avoid that .. takes effort, but it is getting there <- I have that same habbit 19:22:12 <TrueBrain> :D :D troll 19:23:12 <nielsm> github's UI for showing changesets is often better than desktop (or commandline) software :/ 19:23:19 <frosch123> Eddi|zuHause: i need you to visit my cafeteria at work. right after the door there is a key-operated switch, but i have not found anyone yet to try what happens if you turn it 19:24:42 <Samu> i dont think 8108 was fully addressed. He posted some crash logs of trains on floating bridges, i couldn't replicate 19:25:13 <DorpsGek_III> [OpenTTD/nml] glx22 updated pull request #117: Fix #116: towname used bits could be the same for sub-parts https://git.io/JfGYB 19:25:52 <Yexo> He's been active enough that he'll reopen if it still crashes 19:25:59 <DorpsGek_III> [OpenTTD/nml] frosch123 approved pull request #117: Fix #116: towname used bits could be the same for sub-parts https://git.io/JfGZ4 19:26:39 <frosch123> wtf, who added 15 commit checks to nml :p 19:28:34 <glx> <nielsm> github's UI for showing changesets is often better than desktop (or commandline) software :/ <-- except on the mobile app 19:32:30 <DorpsGek_III> [OpenTTD/nml] glx22 merged pull request #117: Fix #116: towname used bits could be the same for sub-parts https://git.io/JfGYB 19:32:31 <DorpsGek_III> [OpenTTD/nml] glx22 closed issue #116: TownName Resonance Issue https://git.io/JfsfH 19:34:00 <andythenorth> is there a button I can press? 19:35:05 <frosch123> in your ear there is a button for factory-reset 19:35:57 <Samu> the train is in the air! did you see the screenshot? 19:36:04 <Samu> funny, but i can't reproduce 19:36:28 <glx> I think we can release nml 0.5.1 19:37:42 <frosch123> isn't 115 needed for that? 19:38:26 <glx> no #115 is not blocking, blathijs found a way, the main issue was windows line endings in sdist files 19:39:18 <andythenorth> frosch123 'ow' 19:40:04 <frosch123> andythenorth: welcome to the channel, your favorite hobby is writing css 19:40:08 <andythenorth> oof 19:40:19 <andythenorth> is oof ROT 13 of css? 19:41:00 <frosch123> maybe it's big-endian 19:42:17 <Samu> "train in the way" - i can't make it crash 19:42:43 <Samu> can't remove bridge 19:43:25 <Samu> aha, i did it! 19:43:57 <Samu> it must allow all actions while paused 19:44:27 <Samu> he didn't mention it 19:44:30 <glx> hmm but you're not supposed to be able to remove a bridge with a train on it 19:44:41 <glx> paused or not paused 19:45:33 <Samu> gonna investigate 19:45:37 *** supermop_Home has joined #openttd 19:45:41 <supermop_Home> hi 19:45:51 <Wolf01> o/ 19:45:56 <supermop_Home> 92 hour work week done 19:46:16 <Wolf01> :S 19:46:29 <supermop_Home> now I get tomorrow off 19:46:43 <Eddi|zuHause> you managed to fit in 92 hours of work on a monday? 19:46:44 <frosch123> do you work in healthcare? 19:47:16 <supermop_Home> Eddi|zuHause Monday last week through 3 am this morning 19:47:49 <andythenorth> supermop_Home classic NY 19:47:56 <supermop_Home> I then worked 8-12:30 this morning but that goes on a different timesheet 19:49:23 <Eddi|zuHause> you realize that if you work twice as much as you're supposed to, you're both betraying yourself out of your proper wages, and you are stealing another person a job 19:49:46 <LordAro> wb Yexo :) 19:50:02 <Yexo> hey hey 19:50:44 <supermop_Home> Eddi|zuHause thank you for the obvious observation 19:51:25 <Eddi|zuHause> turns out i'm fairly good at obvious observations 19:51:36 <supermop_Home> that only works when you have some collective power to push back against unreasonable demands 19:53:11 <Eddi|zuHause> if only someone had invented worker unions... 19:54:01 <supermop_Home> Eddi|zuHause "at-will employment" 19:54:39 <supermop_Home> unfortunately there are not unions here for architects and interior designers 19:56:20 <Samu> I stumbled on a _vehicle_tile_hash... how big is this hash? I've been scrolling down for ages 19:56:33 <supermop_Home> and the professional societies are pretty much dominated by the older baby boomer designers who are likely to be employing the overworked associates 19:56:49 <Samu> 16384, wow... 19:57:11 *** iSoSyS has joined #openttd 19:57:30 <Eddi|zuHause> a "professional society" is NOT a workers union 19:57:34 <nielsm> https://www.tt-forums.net/viewtopic.php?f=31&t=87008 I had never imagined someone (else) would actually ask for this 19:57:35 <supermop_Home> also those principals seem to be incapable of negotiating a reasonable contract with clients... 19:58:05 <andythenorth> nielsm :D 19:58:48 <supermop_Home> so you get things like, we have x hours allocated to this phase.. oh it will take 2x? i'll just have my employees work 2x and bill the client for 1x... 19:59:53 <Samu> Vehicle *hash_tile_next; ///< NOSAVE: Next vehicle in the tile location hash. 20:00:03 <Samu> the vehicle has no hash_tile_next 20:00:18 <Samu> so... that makes me able to demolish bridges with vehicles on it? 20:00:21 <supermop_Home> or you do 1x of work and have a reasonable deliverable to show the client, but the director wants to then make their mark on it and asks you to iterate the design a few more times 20:00:42 <Yexo> No, that just means there is no other vehicle on a tile that hashes to the same value 20:01:50 <supermop_Home> anyway they furloughed half my team but decided to keep to the original contract schedule for the client. 20:02:48 <supermop_Home> and when the furniture designer quit at the end of last week, that scope got added to mine 20:03:08 <Yexo> Samu: if you unpause/pause even very quickly or save and load that new savegame the problem is gone 20:03:10 <Eddi|zuHause> yes, that's how that works if there is never any pushback. 20:03:53 <Samu> yes, if i unpause, i get train in the way 20:04:00 <supermop_Home> Eddi|zuHause the problem is this is a 'prestigious' firm to work at so people put up with this nonsense for a few years until they burn out and quit 20:04:25 <nielsm> prestige in working yourself halfway to death... 20:04:32 <nielsm> I don't understand that 20:04:43 <supermop_Home> nielsm i'm too old for it 20:04:53 <Eddi|zuHause> well, i understand why that happens, doesn't mean it's a good idea to do it 20:04:53 <supermop_Home> but I needed the increase in salary 20:05:16 <supermop_Home> hopefully i'll be able to move onward soon 20:06:27 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick commented on issue #8108: Loading old TTD save crashes game (station / oil rig related) https://git.io/Jfs5f 20:07:17 <supermop_Home> andythenorth hows chemistry? 20:15:00 <Samu> okay, 5274 should have a train vehicle on it, it has nothing ... https://i.imgur.com/S2jLaT8.png 20:15:27 <nielsm> sounds like the tile hash vehicle data is not filled/computed on load 20:17:04 <Samu> oh, and on the endtile, it's 5288, let me check if there's a v 20:19:15 <Samu> https://i.imgur.com/Cvo97Ck.png nop, by 1 20:19:26 <andythenorth> supermop_Home having a break 20:24:23 <Samu> why is the hask size so big? 20:24:27 <Samu> hash 20:27:11 <Yexo> Because the smaller the hash size, the more hash collisions, which makes it much more expensive to check for ground vehicle collisions (and other code that needs to get a Vehicle* from a TileIndex) 20:27:55 <Yexo> It's actually probably slightly too small. When I benchmarked it I got better results with 8 bits per direction compared to the current 7 (but that needs more testing, more different (large) savegames) 20:30:08 <Samu> I saved and loaded, and 5274 now got a train 20:30:26 <Samu> without unpausing 20:33:20 <Samu> it's a mail wagon 20:33:26 <Samu> not the engine hah 20:33:38 <Yexo> Vehicle hash depends on v->tile, and whenever v->tile changes the hash should be updated. Since the hash is not stored, it's computed in AfterLoadVehicles() which is called from AfterLoadGame() in afterload.cpp line 801. 20:34:06 <Yexo> A few hundred lines later, afterload.cpp line 1255, v->tile is updated for some vehicles on bridges but the hash is not recalculated 20:34:34 <glx> and that's the issue 20:34:38 <Yexo> Unpausing fixes it because as soon as the train moves, the hash gets recalculated 20:35:16 <_dp_> great, so now we have ads in the server list :/ 20:36:15 <FLHerne> Huh, not seen that in OTTD before 20:36:19 <andythenorth> are they good ads? 20:36:39 <Eddi|zuHause> are there good ads? 20:36:41 <andythenorth> oh just for gameservers? 20:36:56 <FLHerne> They're servers named "Get your OpenTTD server at elitegameservers.net" 20:37:05 <_dp_> yep, those 20:37:28 <andythenorth> oh a bit of homophobia too 20:37:39 <FLHerne> Which could, I suppose, be good if you wanted to have a server but didn't know how to host one 20:37:46 <Eddi|zuHause> can we blacklist server names in the masterserver? 20:37:53 <_dp_> I'd just ip ban them tbh 20:38:55 <andythenorth> I should get an official binary :P 20:39:04 <andythenorth> I can never join MP games due to self-compiled 20:39:13 <FLHerne> Something like `elitegameservers.net` presumably has a good number of IPs, though 20:39:38 <_dp_> yeah, and they actually have different ips on those servers... 20:39:41 <FLHerne> And if they're using some cloud hosting, banning a large range might hit others 20:39:52 <_dp_> do they not know you can start several sservers on one machine? xD 20:40:56 <Eddi|zuHause> that sounds like more work than just firing up a bunch of virtual machines 20:41:07 <FLHerne> Hm, they do appear in the whois 20:41:17 <Samu> isn't elitegameservers the ones with terrible performance, almost like a scam.asking price? 20:41:40 <FLHerne> So you could block any IP with "Elite Game Servers" as the org-name 20:41:50 <Eddi|zuHause> FLHerne: but you'd only want to ban the ones who are doing advertisements, not the ones that people actually use to play with 20:42:28 <Samu> https://www.elitegameservers.net/game-servers/openttd-multiplayer-dedicated-game-server-hosting ... yeah, they're them 20:42:28 <andythenorth> supermop_Home have some trains :) https://www.youtube.com/watch?v=ktlcJNPyMU8 20:42:35 <FLHerne> Eddi|zuHause: Meh, ban them all, and the players will give their money to a non-spamming hosting service 20:42:39 <Eddi|zuHause> i'm thinking a word filter in the masterserver would be a better approach 20:42:52 <andythenorth> could just ask them not to? o_O 20:43:01 <andythenorth> silly andythenorth, social solutions 20:43:02 <FLHerne> That's a good Step 1 20:43:20 <FLHerne> Eddi|zuHause: That never works well 20:43:22 <andythenorth> they might think they're just helping 20:43:44 <Samu> it's a scam imo 20:44:01 <andythenorth> it's just 2 Dutch dudes https://www.elitegameservers.net/about-us 20:45:30 <nielsm> urgh the BaseSet<> stuff is just so overly convoluted and impossible to extend 20:45:59 <Eddi|zuHause> what are you trying to do? 20:46:15 <nielsm> load the MT-32 soundtrack from the DOS version (after all) 20:46:36 <nielsm> the thing is it requires a helper file, lapc1.pat next to the roland.cat file 20:46:51 <nielsm> i.e. each tune loads data from two files 20:47:16 <nielsm> and there isn't any clean way to extend the current code to have files that are not directly connected to one particular tune 20:47:34 <Eddi|zuHause> that sounds tricky to retrofit into an architecture that wasn't meant to do that 20:48:11 <nielsm> I've long been considering ripping out the BaseSet class for music sets entirely and do it in a different format 20:48:36 <nielsm> the way I'm handling the CAT format music from dos ttd is already hacky 20:49:07 <Eddi|zuHause> that sounds like a cleaner approach 20:49:17 <frosch123> it's just an ini file, you can add sections and fields 20:49:21 *** WormnestAndroid has quit IRC 20:49:32 *** WormnestAndroid has joined #openttd 20:50:04 <nielsm> frosch123 not quite if I want the automatic MD5 checking stuff 20:52:51 <frosch123> then keep the section for the files, and add other sections for relations 20:56:28 <nielsm> and there is also an assumption that the number of files is the number of tunes that can exist 20:57:13 <DorpsGek_III> [OpenTTD/OpenTTD] Yexo opened pull request #8110: Fix #8108: always update tile_hash after updating v->tile https://git.io/JfGWs 20:57:50 <frosch123> but that doesn't affect the file format, does it? 21:01:52 *** Wormnest has joined #openttd 21:03:24 <DorpsGek_III> [OpenTTD/OpenTTD] Yexo updated pull request #8110: Fix #8108: always update tile_hash after updating v->tile https://git.io/JfGWs 21:09:34 *** Samu has quit IRC 21:09:40 *** andythenorth has quit IRC 21:12:02 *** Eddi|zuHause2 has joined #openttd 21:15:06 *** Eddi|zuHause2 is now known as Eddi|zuHause3 21:16:32 <DorpsGek_III> [OpenTTD/bananas-frontend-web] frosch123 updated pull request #34: Some reformulations https://git.io/Jfq7m 21:17:36 *** Eddi|zuHause has quit IRC 21:18:16 <DorpsGek_III> [OpenTTD/bananas-frontend-web] frosch123 approved pull request #34: Some reformulations https://git.io/JfGW7 21:19:15 <DorpsGek_III> [OpenTTD/bananas-frontend-web] frosch123 merged pull request #34: Some reformulations https://git.io/Jfq7m 21:20:38 <frosch123> aw, the commit message tricked me 21:20:54 <frosch123> the second line was correct, but the rfirst one was wrong 21:22:13 <frosch123> ow, no, the second line was also silly, a copy from some other commit 21:22:19 <frosch123> never trust PRs :) 21:22:28 <Yexo> No automated check for commit messages anymore? 21:22:43 <frosch123> every repo is different 21:22:57 <frosch123> there is no sane method to configure them together 21:23:03 <Yexo> ah, ok 21:23:04 <frosch123> so naturally they differ 21:26:03 <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 approved pull request #8110: Fix #8108: always update tile_hash after updating v->tile https://git.io/JfGlO 21:26:53 <DorpsGek_III> [OpenTTD/OpenTTD] Yexo merged pull request #8110: Fix #8108: always update tile_hash after updating v->tile https://git.io/JfGWs 21:28:12 *** Eddi|zuHause3 is now known as Eddi|zuHause 21:30:48 *** frosch123 has quit IRC 21:40:23 *** iSoSyS has quit IRC 21:49:40 *** SpComb has quit IRC 21:49:44 *** SpComb has joined #openttd 21:59:16 *** Progman has quit IRC 22:03:20 <DorpsGek_III> [OpenTTD/OpenTTD] Yexo opened pull request #8111: Fix: reset roadtype/streetcartype info for non-road bridges https://git.io/JfG8l 22:09:46 *** sla_ro|master has quit IRC 22:15:07 *** Lejving_ has joined #openttd 22:15:43 *** Wolf01 has quit IRC 22:16:22 *** gnu_jj has quit IRC 22:20:02 *** Lejving has quit IRC 22:28:01 *** Wormnest has quit IRC 22:34:48 <nielsm> uh https://0x0.st/i2Ja.png 22:34:50 <nielsm> wow 22:44:04 *** Lejving__ has joined #openttd 22:49:19 <glx> looks like memory is abused somewhere 22:51:06 *** Lejving_ has quit IRC 22:56:51 <LordAro> nielsm: woops 22:58:16 *** Wormnest has joined #openttd 22:58:53 <nielsm> hacked up some stuff, it's kind of broken and doesn't play properly yet https://github.com/OpenTTD/OpenTTD/compare/master...nielsmh:mt32?expand=1 23:03:05 <supermop_Home> nielsm I want to play on that map 23:07:50 *** gnu_jj has joined #openttd 23:11:07 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #8111: Fix: reset roadtype/streetcartype info for non-road bridges https://git.io/JfGBy 23:13:06 *** nielsm has quit IRC 23:44:17 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #8111: Fix: reset roadtype/streetcartype info for non-road bridges https://git.io/JfGRd